@babylonjs/core 5.0.0-beta.2 → 5.0.0-beta.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (53) hide show
  1. package/Culling/ray.js +2 -1
  2. package/Culling/ray.js.map +1 -1
  3. package/Debug/axesViewer.d.ts +1 -0
  4. package/Debug/axesViewer.js +1 -0
  5. package/Debug/axesViewer.js.map +1 -1
  6. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -6
  7. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  8. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  9. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  10. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
  11. package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
  12. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  13. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  14. package/Engines/WebGPU/webgpuDrawContext.js +3 -3
  15. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  16. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
  17. package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
  18. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  19. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
  20. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
  22. package/Engines/WebGPU/webgpuTextureHelper.js +4 -26
  23. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  24. package/Engines/engine.d.ts +1 -1
  25. package/Engines/engine.js +1 -1
  26. package/Engines/engine.js.map +1 -1
  27. package/Engines/thinEngine.d.ts +1 -1
  28. package/Engines/thinEngine.js +3 -3
  29. package/Engines/thinEngine.js.map +1 -1
  30. package/Engines/webgpuEngine.d.ts +3 -3
  31. package/Engines/webgpuEngine.js +5 -8
  32. package/Engines/webgpuEngine.js.map +1 -1
  33. package/Maths/math.path.d.ts +1 -0
  34. package/Maths/math.path.js +1 -0
  35. package/Maths/math.path.js.map +1 -1
  36. package/Maths/math.vector.d.ts +1 -0
  37. package/Maths/math.vector.js +1 -0
  38. package/Maths/math.vector.js.map +1 -1
  39. package/Meshes/Builders/geodesicBuilder.d.ts +1 -0
  40. package/Meshes/Builders/geodesicBuilder.js +1 -0
  41. package/Meshes/Builders/geodesicBuilder.js.map +1 -1
  42. package/Meshes/Builders/goldbergBuilder.d.ts +1 -0
  43. package/Meshes/Builders/goldbergBuilder.js +1 -0
  44. package/Meshes/Builders/goldbergBuilder.js.map +1 -1
  45. package/Meshes/Builders/tiledBoxBuilder.d.ts +30 -11
  46. package/Meshes/Builders/tiledBoxBuilder.js +30 -11
  47. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  48. package/Meshes/Builders/tiledPlaneBuilder.d.ts +21 -16
  49. package/Meshes/Builders/tiledPlaneBuilder.js +21 -16
  50. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  51. package/Misc/PerformanceViewer/performanceViewerCollector.js +31 -14
  52. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  53. package/package.json +1 -1
@@ -1 +1 @@
1
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* as WebGPUConstants from './webgpuConstants';\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { Nullable } from \"../../types\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { renderableTextureFormatToIndex, WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\n\r\nenum StatePosition {\r\n //DepthBias = 0, // not used, so remove it to improve perf\r\n //DepthBiasClamp = 1, // not used, so remove it to improve perf\r\n StencilReadMask = 0,\r\n StencilWriteMask = 1,\r\n DepthBias = 2,\r\n DepthBiasSlopeScale = 3,\r\n MRTAttachments1 = 4,\r\n MRTAttachments2 = 5,\r\n DepthStencilState = 6,\r\n RasterizationState = 7,\r\n ColorStates = 8,\r\n ShaderStage = 9,\r\n TextureStage = 10,\r\n VertexState = 11, // vertex state will consume positions 11, 12, ... depending on the number of vertex inputs\r\n\r\n NumStates = 12\r\n}\r\n\r\nconst alphaBlendFactorToIndex: { [name: number]: number } = {\r\n 0: 1, // Zero\r\n 1: 2, // One\r\n 0x0300: 3, // SrcColor\r\n 0x0301: 4, // OneMinusSrcColor\r\n 0x0302: 5, // SrcAlpha\r\n 0x0303: 6, // OneMinusSrcAlpha\r\n 0x0304: 7, // DstAlpha\r\n 0x0305: 8, // OneMinusDstAlpha\r\n 0x0306: 9, // DstColor\r\n 0x0307: 10, // OneMinusDstColor\r\n 0x0308: 11, // SrcAlphaSaturated\r\n 0x8001: 12, // BlendColor\r\n 0x8002: 13, // OneMinusBlendColor\r\n 0x8003: 12, // BlendColor (alpha)\r\n 0x8004: 13, // OneMinusBlendColor (alpha)\r\n};\r\n\r\nconst stencilOpToIndex: { [name: number]: number } = {\r\n 0x0000: 0, // ZERO\r\n 0x1E00: 1, // KEEP\r\n 0x1E01: 2, // REPLACE\r\n 0x1E02: 3, // INCR\r\n 0x1E03: 4, // DECR\r\n 0x150A: 5, // INVERT\r\n 0x8507: 6, // INCR_WRAP\r\n 0x8508: 7, // DECR_WRAP\r\n};\r\n\r\n/** @hidden */\r\nexport abstract class WebGPUCacheRenderPipeline {\r\n\r\n public static NumCacheHitWithoutHash = 0;\r\n public static NumCacheHitWithHash = 0;\r\n public static NumCacheMiss = 0;\r\n public static NumPipelineCreationLastFrame = 0;\r\n\r\n public disabled: boolean;\r\n\r\n private static _NumPipelineCreationCurrentFrame = 0;\r\n\r\n protected _states: number[];\r\n protected _statesLength: number;\r\n protected _stateDirtyLowestIndex: number;\r\n public lastStateDirtyLowestIndex: number; // for stats only\r\n\r\n private _device: GPUDevice;\r\n private _isDirty: boolean;\r\n private _emptyVertexBuffer: VertexBuffer;\r\n private _parameter: { token: any, pipeline: Nullable<GPURenderPipeline> };\r\n private _kMaxVertexBufferStride;\r\n\r\n private _shaderId: number;\r\n private _alphaToCoverageEnabled: boolean;\r\n private _frontFace: number;\r\n private _cullEnabled: boolean;\r\n private _cullFace: number;\r\n private _clampDepth: boolean;\r\n private _rasterizationState: number;\r\n private _depthBias: number;\r\n private _depthBiasClamp: number;\r\n private _depthBiasSlopeScale: number;\r\n private _colorFormat: number;\r\n private _webgpuColorFormat: GPUTextureFormat[];\r\n private _mrtAttachments1: number;\r\n private _mrtAttachments2: number;\r\n private _mrtFormats: GPUTextureFormat[];\r\n private _mrtEnabledMask: number;\r\n private _alphaBlendEnabled: boolean;\r\n private _alphaBlendFuncParams: Array<Nullable<number>>;\r\n private _alphaBlendEqParams: Array<Nullable<number>>;\r\n private _writeMask: number;\r\n private _colorStates: number;\r\n private _depthStencilFormat: number;\r\n private _webgpuDepthStencilFormat: GPUTextureFormat | undefined;\r\n private _depthTestEnabled: boolean;\r\n private _depthWriteEnabled: boolean;\r\n private _depthCompare: number;\r\n private _stencilEnabled: boolean;\r\n private _stencilFrontCompare: number;\r\n private _stencilFrontDepthFailOp: number;\r\n private _stencilFrontPassOp: number;\r\n private _stencilFrontFailOp: number;\r\n private _stencilReadMask: number;\r\n private _stencilWriteMask: number;\r\n private _depthStencilState: number;\r\n private _vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _textureState: number;\r\n private _useTextureStage: boolean;\r\n\r\n constructor(device: GPUDevice, emptyVertexBuffer: VertexBuffer, useTextureStage: boolean) {\r\n this._device = device;\r\n this._useTextureStage = useTextureStage;\r\n this._states = new Array(30); // pre-allocate enough room so that no new allocation will take place afterwards\r\n this._statesLength = 0;\r\n this._stateDirtyLowestIndex = 0;\r\n this._emptyVertexBuffer = emptyVertexBuffer;\r\n this._mrtFormats = [];\r\n this._parameter = { token: undefined, pipeline: null };\r\n this.disabled = false;\r\n this.vertexBuffers = [];\r\n this._kMaxVertexBufferStride = device.limits.maxVertexBufferArrayStride || 2048;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this._isDirty = true;\r\n this.vertexBuffers.length = 0;\r\n this.setAlphaToCoverage(false);\r\n this.resetDepthCullingState();\r\n this.setClampDepth(false);\r\n this.setDepthBias(0);\r\n //this.setDepthBiasClamp(0);\r\n this._webgpuColorFormat = [WebGPUConstants.TextureFormat.BGRA8Unorm];\r\n this.setColorFormat(WebGPUConstants.TextureFormat.BGRA8Unorm);\r\n this.setMRT([]);\r\n this.setAlphaBlendEnabled(false);\r\n this.setAlphaBlendFactors([null, null, null, null], [null, null]);\r\n this.setWriteMask(0xF);\r\n this.setDepthStencilFormat(WebGPUConstants.TextureFormat.Depth24PlusStencil8);\r\n this.setStencilEnabled(false);\r\n this.resetStencilState();\r\n this.setBuffers(null, null, null);\r\n this._setTextureState(0);\r\n }\r\n\r\n protected abstract _getRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void;\r\n protected abstract _setRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void;\r\n\r\n public readonly vertexBuffers: VertexBuffer[];\r\n\r\n public get colorFormats(): GPUTextureFormat[] {\r\n return this._mrtAttachments1 > 0 ? this._mrtFormats : this._webgpuColorFormat;\r\n }\r\n\r\n public readonly mrtAttachments: number[];\r\n public readonly mrtTextureArray: InternalTexture[];\r\n public readonly mrtTextureCount: number = 0;\r\n\r\n public getRenderPipeline(fillMode: number, effect: Effect, sampleCount: number, textureState = 0): GPURenderPipeline {\r\n if (sampleCount > 1) {\r\n // WebGPU only supports 1 or 4\r\n sampleCount = 4;\r\n }\r\n if (this.disabled) {\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._setVertexState(effect); // to fill this.vertexBuffers with correct data\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._setShaderStage(effect.uniqueId);\r\n this._setRasterizationState(fillMode, sampleCount);\r\n this._setColorStates();\r\n this._setDepthStencilState();\r\n this._setVertexState(effect);\r\n this._setTextureState(textureState);\r\n\r\n this.lastStateDirtyLowestIndex = this._stateDirtyLowestIndex;\r\n\r\n if (!this._isDirty && this._parameter.pipeline) {\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n WebGPUCacheRenderPipeline.NumCacheHitWithoutHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._getRenderPipeline(this._parameter);\r\n\r\n this._isDirty = false;\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n\r\n if (this._parameter.pipeline) {\r\n WebGPUCacheRenderPipeline.NumCacheHitWithHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n this._setRenderPipeline(this._parameter);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheRenderPipeline.NumPipelineCreationLastFrame = WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame = 0;\r\n }\r\n\r\n public setAlphaToCoverage(enabled: boolean): void {\r\n this._alphaToCoverageEnabled = enabled;\r\n }\r\n\r\n public setFrontFace(frontFace: number): void {\r\n this._frontFace = frontFace;\r\n }\r\n\r\n public setCullEnabled(enabled: boolean): void {\r\n this._cullEnabled = enabled;\r\n }\r\n\r\n public setCullFace(cullFace: number): void {\r\n this._cullFace = cullFace;\r\n }\r\n\r\n public setClampDepth(clampDepth: boolean): void {\r\n this._clampDepth = clampDepth;\r\n }\r\n\r\n public resetDepthCullingState(): void {\r\n this.setDepthCullingState(false, 2, 1, 0, 0, true, true, 519);\r\n }\r\n\r\n public setDepthCullingState(cullEnabled: boolean, frontFace: number, cullFace: number, zOffset: number, zOffsetUnits: number, depthTestEnabled: boolean, depthWriteEnabled: boolean, depthCompare: Nullable<number>): void {\r\n this._depthWriteEnabled = depthWriteEnabled;\r\n this._depthTestEnabled = depthTestEnabled;\r\n this._depthCompare = (depthCompare ?? 519) - 0x0200;\r\n this._cullFace = cullFace;\r\n this._cullEnabled = cullEnabled;\r\n this._frontFace = frontFace;\r\n this.setDepthBiasSlopeScale(zOffset);\r\n this.setDepthBias(zOffsetUnits);\r\n }\r\n\r\n public setDepthBias(depthBias: number): void {\r\n if (this._depthBias !== depthBias) {\r\n this._depthBias = depthBias;\r\n this._states[StatePosition.DepthBias] = depthBias;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBias);\r\n }\r\n }\r\n\r\n /*public setDepthBiasClamp(depthBiasClamp: number): void {\r\n if (this._depthBiasClamp !== depthBiasClamp) {\r\n this._depthBiasClamp = depthBiasClamp;\r\n this._states[StatePosition.DepthBiasClamp] = depthBiasClamp.toString();\r\n this._isDirty = true;\r\n }\r\n }*/\r\n\r\n public setDepthBiasSlopeScale(depthBiasSlopeScale: number): void {\r\n if (this._depthBiasSlopeScale !== depthBiasSlopeScale) {\r\n this._depthBiasSlopeScale = depthBiasSlopeScale;\r\n this._states[StatePosition.DepthBiasSlopeScale] = depthBiasSlopeScale;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBiasSlopeScale);\r\n }\r\n }\r\n\r\n public setColorFormat(format: GPUTextureFormat): void {\r\n this._webgpuColorFormat[0] = format;\r\n this._colorFormat = renderableTextureFormatToIndex[format];\r\n }\r\n\r\n public setMRTAttachments(attachments: number[]): void {\r\n (this.mrtAttachments as any) = attachments;\r\n let mask = 0;\r\n for (let i = 0; i < attachments.length; ++i) {\r\n if (attachments[i] !== 0) {\r\n mask += 1 << i;\r\n }\r\n }\r\n if (this._mrtEnabledMask !== mask) {\r\n this._mrtEnabledMask = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setMRT(textureArray: InternalTexture[], textureCount?: number): void {\r\n textureCount = textureCount ?? textureArray.length;\r\n if (textureCount > 10) {\r\n // If we want more than 10 attachments we need to change this method (and the StatePosition enum) but 10 seems plenty: note that WebGPU only supports 8 at the time (2021/12/13)!\r\n // As we need 39 different values we are using 6 bits to encode a texture format, meaning we can encode 5 texture formats in 32 bits\r\n // We are using 2x32 bit values to handle 10 textures\r\n throw \"Can't handle more than 10 attachments for a MRT in cache render pipeline!\";\r\n }\r\n (this.mrtTextureArray as any) = textureArray;\r\n (this.mrtTextureCount as any) = textureCount;\r\n\r\n this._mrtEnabledMask = 0xFFFF; // all textures are enabled at start (meaning we can write to them). Calls to setMRTAttachments may disable some\r\n\r\n let bits: number[] = [0, 0], indexBits = 0, mask = 0, numRT = 0;\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n const gpuWrapper = texture?._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n this._mrtFormats[numRT] = gpuWrapper?.format ?? this._webgpuColorFormat[0];\r\n\r\n bits[indexBits] += renderableTextureFormatToIndex[this._mrtFormats[numRT]] << mask;\r\n mask += 6;\r\n numRT++;\r\n\r\n if (mask >= 32) {\r\n mask = 0;\r\n indexBits++;\r\n }\r\n }\r\n this._mrtFormats.length = numRT;\r\n if (this._mrtAttachments1 !== bits[0] || this._mrtAttachments2 !== bits[1]) {\r\n this._mrtAttachments1 = bits[0];\r\n this._mrtAttachments2 = bits[1];\r\n this._states[StatePosition.MRTAttachments1] = bits[0];\r\n this._states[StatePosition.MRTAttachments2] = bits[1];\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setAlphaBlendEnabled(enabled: boolean): void {\r\n this._alphaBlendEnabled = enabled;\r\n }\r\n\r\n public setAlphaBlendFactors(factors: Array<Nullable<number>>, operations: Array<Nullable<number>>): void {\r\n this._alphaBlendFuncParams = factors;\r\n this._alphaBlendEqParams = operations;\r\n }\r\n\r\n public setWriteMask(mask: number): void {\r\n this._writeMask = mask;\r\n }\r\n\r\n public setDepthStencilFormat(format: GPUTextureFormat | undefined): void {\r\n this._webgpuDepthStencilFormat = format;\r\n this._depthStencilFormat = format === undefined ? 0 : renderableTextureFormatToIndex[format];\r\n }\r\n\r\n public setDepthTestEnabled(enabled: boolean): void {\r\n this._depthTestEnabled = enabled;\r\n }\r\n\r\n public setDepthWriteEnabled(enabled: boolean): void {\r\n this._depthWriteEnabled = enabled;\r\n }\r\n\r\n public setDepthCompare(func: Nullable<number>): void {\r\n this._depthCompare = (func ?? 519) - 0x0200;\r\n }\r\n\r\n public setStencilEnabled(enabled: boolean): void {\r\n this._stencilEnabled = enabled;\r\n }\r\n\r\n public setStencilCompare(func: Nullable<number>): void {\r\n this._stencilFrontCompare = (func ?? 519) - 0x0200;\r\n }\r\n\r\n public setStencilDepthFailOp(op: Nullable<number>): void {\r\n this._stencilFrontDepthFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilPassOp(op: Nullable<number>): void {\r\n this._stencilFrontPassOp = op === null ? 2 /* REPLACE */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilFailOp(op: Nullable<number>): void {\r\n this._stencilFrontFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilReadMask(mask: number): void {\r\n if (this._stencilReadMask !== mask) {\r\n this._stencilReadMask = mask;\r\n this._states[StatePosition.StencilReadMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilReadMask);\r\n }\r\n }\r\n\r\n public setStencilWriteMask(mask: number): void {\r\n if (this._stencilWriteMask !== mask) {\r\n this._stencilWriteMask = mask;\r\n this._states[StatePosition.StencilWriteMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilWriteMask);\r\n }\r\n }\r\n\r\n public resetStencilState(): void {\r\n this.setStencilState(false, 519, 7680, 7681, 7680, 0xFF, 0xFF);\r\n }\r\n\r\n public setStencilState(stencilEnabled: boolean, compare: Nullable<number>, depthFailOp: Nullable<number>, passOp: Nullable<number>, failOp: Nullable<number>, readMask: number, writeMask: number): void {\r\n this._stencilEnabled = stencilEnabled;\r\n this._stencilFrontCompare = (compare ?? 519) - 0x0200;\r\n this._stencilFrontDepthFailOp = depthFailOp === null ? 1 /* KEEP */ : stencilOpToIndex[depthFailOp];\r\n this._stencilFrontPassOp = passOp === null ? 2 /* REPLACE */ : stencilOpToIndex[passOp];\r\n this._stencilFrontFailOp = failOp === null ? 1 /* KEEP */ : stencilOpToIndex[failOp];\r\n this.setStencilReadMask(readMask);\r\n this.setStencilWriteMask(writeMask);\r\n }\r\n\r\n public setBuffers(vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>, indexBuffer: Nullable<DataBuffer>, overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>): void {\r\n this._vertexBuffers = vertexBuffers;\r\n this._overrideVertexBuffers = overrideVertexBuffers;\r\n this._indexBuffer = indexBuffer;\r\n }\r\n\r\n private static _GetTopology(fillMode: number): GPUPrimitiveTopology {\r\n switch (fillMode) {\r\n // Triangle views\r\n case 0:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n case 2:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case 1:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n // Draw modes\r\n case 3:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case 4:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n case 5:\r\n // return this._gl.LINE_LOOP;\r\n // TODO WEBGPU. Line Loop Mode Fallback at buffer load time.\r\n throw \"LineLoop is an unsupported fillmode in WebGPU\";\r\n case 6:\r\n return WebGPUConstants.PrimitiveTopology.LineStrip;\r\n case 7:\r\n return WebGPUConstants.PrimitiveTopology.TriangleStrip;\r\n case 8:\r\n // return this._gl.TRIANGLE_FAN;\r\n // TODO WEBGPU. Triangle Fan Mode Fallback at buffer load time.\r\n throw \"TriangleFan is an unsupported fillmode in WebGPU\";\r\n default:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendOperation(operation: Nullable<number>): GPUBlendOperation {\r\n switch (operation) {\r\n case 32774:\r\n return WebGPUConstants.BlendOperation.Add;\r\n case 32778:\r\n return WebGPUConstants.BlendOperation.Subtract;\r\n case 32779:\r\n return WebGPUConstants.BlendOperation.ReverseSubtract;\r\n case 32775:\r\n return WebGPUConstants.BlendOperation.Min;\r\n case 32776:\r\n return WebGPUConstants.BlendOperation.Max;\r\n default:\r\n return WebGPUConstants.BlendOperation.Add;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendFactor(factor: Nullable<number>): GPUBlendFactor {\r\n switch (factor) {\r\n case 0:\r\n return WebGPUConstants.BlendFactor.Zero;\r\n case 1:\r\n return WebGPUConstants.BlendFactor.One;\r\n case 768:\r\n return WebGPUConstants.BlendFactor.Src;\r\n case 769:\r\n return WebGPUConstants.BlendFactor.OneMinusSrc;\r\n case 770:\r\n return WebGPUConstants.BlendFactor.SrcAlpha;\r\n case 771:\r\n return WebGPUConstants.BlendFactor.OneMinusSrcAlpha;\r\n case 772:\r\n return WebGPUConstants.BlendFactor.DstAlpha;\r\n case 773:\r\n return WebGPUConstants.BlendFactor.OneMinusDstAlpha;\r\n case 774:\r\n return WebGPUConstants.BlendFactor.Dst;\r\n case 775:\r\n return WebGPUConstants.BlendFactor.OneMinusDst;\r\n case 776:\r\n return WebGPUConstants.BlendFactor.SrcAlphaSaturated;\r\n case 32769:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case 32770:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n case 32771:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case 32772:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n default:\r\n return WebGPUConstants.BlendFactor.One;\r\n }\r\n }\r\n\r\n private static _GetCompareFunction(compareFunction: number): GPUCompareFunction {\r\n switch (compareFunction) {\r\n case 0: // NEVER\r\n return WebGPUConstants.CompareFunction.Never;\r\n case 1: // LESS\r\n return WebGPUConstants.CompareFunction.Less;\r\n case 2: // EQUAL\r\n return WebGPUConstants.CompareFunction.Equal;\r\n case 3: // LEQUAL\r\n return WebGPUConstants.CompareFunction.LessEqual;\r\n case 4: // GREATER\r\n return WebGPUConstants.CompareFunction.Greater;\r\n case 5: // NOTEQUAL\r\n return WebGPUConstants.CompareFunction.NotEqual;\r\n case 6: // GEQUAL\r\n return WebGPUConstants.CompareFunction.GreaterEqual;\r\n case 7: // ALWAYS\r\n return WebGPUConstants.CompareFunction.Always;\r\n }\r\n return WebGPUConstants.CompareFunction.Never;\r\n }\r\n\r\n private static _GetStencilOpFunction(operation: number): GPUStencilOperation {\r\n switch (operation) {\r\n case 0:\r\n return WebGPUConstants.StencilOperation.Zero;\r\n case 1:\r\n return WebGPUConstants.StencilOperation.Keep;\r\n case 2:\r\n return WebGPUConstants.StencilOperation.Replace;\r\n case 3:\r\n return WebGPUConstants.StencilOperation.IncrementClamp;\r\n case 4:\r\n return WebGPUConstants.StencilOperation.DecrementClamp;\r\n case 5:\r\n return WebGPUConstants.StencilOperation.Invert;\r\n case 6:\r\n return WebGPUConstants.StencilOperation.IncrementWrap;\r\n case 7:\r\n return WebGPUConstants.StencilOperation.DecrementWrap;\r\n }\r\n return WebGPUConstants.StencilOperation.Keep;\r\n }\r\n\r\n private static _GetVertexInputDescriptorFormat(vertexBuffer: VertexBuffer): GPUVertexFormat {\r\n const type = vertexBuffer.type;\r\n const normalized = vertexBuffer.normalized;\r\n const size = vertexBuffer.getSize();\r\n\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x2 : WebGPUConstants.VertexFormat.Sint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x4 : WebGPUConstants.VertexFormat.Sint8x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x2 : WebGPUConstants.VertexFormat.Uint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x4 : WebGPUConstants.VertexFormat.Uint8x4;\r\n }\r\n break;\r\n case VertexBuffer.SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x2 : WebGPUConstants.VertexFormat.Sint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x4 : WebGPUConstants.VertexFormat.Sint16x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x2 : WebGPUConstants.VertexFormat.Uint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x4 : WebGPUConstants.VertexFormat.Uint16x4;\r\n }\r\n break;\r\n case VertexBuffer.INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Sint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Sint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Sint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Sint32x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Uint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Uint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Uint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Uint32x4;\r\n }\r\n break;\r\n case VertexBuffer.FLOAT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Float32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Float32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Float32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Float32x4;\r\n }\r\n break;\r\n }\r\n\r\n throw new Error(`Invalid Format '${vertexBuffer.getKind()}' - type=${type}, normalized=${normalized}, size=${size}`);\r\n }\r\n\r\n private _getAphaBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[2]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[3]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[1]),\r\n };\r\n }\r\n\r\n private _getColorBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[0]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[1]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[0]),\r\n };\r\n }\r\n\r\n private _setShaderStage(id: number): void {\r\n if (this._shaderId !== id) {\r\n this._shaderId = id;\r\n this._states[StatePosition.ShaderStage] = id;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ShaderStage);\r\n }\r\n }\r\n\r\n private _setRasterizationState(topology: number, sampleCount: number): void {\r\n const frontFace = this._frontFace;\r\n const cullMode = this._cullEnabled ? this._cullFace : 0;\r\n const clampDepth = this._clampDepth ? 1 : 0;\r\n const alphaToCoverage = this._alphaToCoverageEnabled ? 1 : 0;\r\n const rasterizationState =\r\n (frontFace - 1) +\r\n (cullMode << 1) +\r\n (clampDepth << 3) +\r\n (alphaToCoverage << 4) +\r\n (topology << 5) +\r\n (sampleCount << 8);\r\n\r\n if (this._rasterizationState !== rasterizationState) {\r\n this._rasterizationState = rasterizationState;\r\n this._states[StatePosition.RasterizationState] = this._rasterizationState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.RasterizationState);\r\n }\r\n }\r\n\r\n private _setColorStates(): void {\r\n let colorStates =\r\n ((this._writeMask ? 1 : 0) << 22) + (this._colorFormat << 23) +\r\n ((this._depthWriteEnabled ? 1 : 0) << 29); // this state has been moved from depthStencilState here because alpha and depth are related (generally when alpha is on, depth write is off and the other way around)\r\n\r\n if (this._alphaBlendEnabled) {\r\n colorStates +=\r\n ((this._alphaBlendFuncParams[0] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[0]]) << 0) +\r\n ((this._alphaBlendFuncParams[1] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[1]]) << 4) +\r\n ((this._alphaBlendFuncParams[2] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[2]]) << 8) +\r\n ((this._alphaBlendFuncParams[3] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[3]]) << 12) +\r\n ((this._alphaBlendEqParams[0] === null ? 1 : this._alphaBlendEqParams[0] - 0x8005) << 16) +\r\n ((this._alphaBlendEqParams[1] === null ? 1 : this._alphaBlendEqParams[1] - 0x8005) << 19);\r\n }\r\n\r\n if (colorStates !== this._colorStates) {\r\n this._colorStates = colorStates;\r\n this._states[StatePosition.ColorStates] = this._colorStates;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ColorStates);\r\n }\r\n }\r\n\r\n private _setDepthStencilState(): void {\r\n let stencilState = !this._stencilEnabled ?\r\n 7 /* ALWAYS */ + (1 /* KEEP */ << 3) + (1 /* KEEP */ << 6) + (1 /* KEEP */ << 9) :\r\n this._stencilFrontCompare + (this._stencilFrontDepthFailOp << 3) + (this._stencilFrontPassOp << 6) + (this._stencilFrontFailOp << 9);\r\n\r\n const depthStencilState =\r\n this._depthStencilFormat +\r\n ((this._depthTestEnabled ? this._depthCompare : 7 /* ALWAYS */) << 6) +\r\n (stencilState << 10); // stencil front - stencil back is the same\r\n\r\n if (this._depthStencilState !== depthStencilState) {\r\n this._depthStencilState = depthStencilState;\r\n this._states[StatePosition.DepthStencilState] = this._depthStencilState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthStencilState);\r\n }\r\n }\r\n\r\n private _setVertexState(effect: Effect): void {\r\n const currStateLen = this._statesLength;\r\n let newNumStates = StatePosition.VertexState;\r\n\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let numVertexBuffers = 0;\r\n for (var index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n const buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We optimize usage of GPUVertexBufferLayout: we will create a single GPUVertexBufferLayout for all the attributes which follow each other and which use the same GPU buffer\r\n // However, there are some constraints in the attribute.offset value range, so we must check for them before being able to reuse the same GPUVertexBufferLayout\r\n // See _getVertexInputDescriptor() below\r\n if (vertexBuffer._validOffsetRange === undefined) {\r\n const offset = vertexBuffer.byteOffset;\r\n const formatSize = vertexBuffer.getSize(true);\r\n const byteStride = vertexBuffer.byteStride;\r\n vertexBuffer._validOffsetRange = offset <= (this._kMaxVertexBufferStride - formatSize) && (byteStride === 0 || (offset + formatSize) <= byteStride);\r\n }\r\n\r\n if (!(currentGPUBuffer && currentGPUBuffer === buffer && vertexBuffer._validOffsetRange)) {\r\n // we can't combine the previous vertexBuffer with the current one\r\n this.vertexBuffers[numVertexBuffers++] = vertexBuffer;\r\n currentGPUBuffer = vertexBuffer._validOffsetRange ? buffer : null;\r\n }\r\n\r\n const vid = vertexBuffer.hashCode + (location << 7);\r\n\r\n this._isDirty = this._isDirty || this._states[newNumStates] !== vid;\r\n this._states[newNumStates++] = vid;\r\n }\r\n\r\n this.vertexBuffers.length = numVertexBuffers;\r\n\r\n this._statesLength = newNumStates;\r\n this._isDirty = this._isDirty || newNumStates !== currStateLen;\r\n if (this._isDirty) {\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.VertexState);\r\n }\r\n }\r\n\r\n private _setTextureState(textureState: number): void {\r\n if (this._textureState !== textureState) {\r\n this._textureState = textureState;\r\n this._states[StatePosition.TextureStage] = this._textureState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.TextureStage);\r\n }\r\n }\r\n\r\n private _createPipelineLayout(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n if (this._useTextureStage) {\r\n return this._createPipelineLayoutWithTextureStage(webgpuPipelineContext);\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n const bindGroupLayoutEntries = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: setDefinition,\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _createPipelineLayoutWithTextureStage(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n const shaderProcessingContext = webgpuPipelineContext.shaderProcessingContext;\r\n const bindGroupLayoutEntries = shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n let bitVal = 1;\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.texture) {\r\n const name = shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const textureInfo = shaderProcessingContext.availableTextures[name];\r\n const samplerInfo = textureInfo.autoBindSampler ? shaderProcessingContext.availableSamplers[name + WebGPUShaderProcessor.AutoSamplerSuffix] : null;\r\n\r\n let sampleType = textureInfo.sampleType;\r\n let samplerType = samplerInfo?.type ?? WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if ((this._textureState & bitVal) && sampleType !== WebGPUConstants.TextureSampleType.Depth) {\r\n // The texture is a 32 bits float texture but the system does not support linear filtering for them:\r\n // we set the sampler to \"non-filtering\" and the texture sample type to \"unfilterable-float\"\r\n if (textureInfo.autoBindSampler) {\r\n samplerType = WebGPUConstants.SamplerBindingType.NonFiltering;\r\n }\r\n sampleType = WebGPUConstants.TextureSampleType.UnfilterableFloat;\r\n }\r\n\r\n entry.texture!.sampleType = sampleType;\r\n\r\n if (samplerInfo) {\r\n const binding = shaderProcessingContext.bindGroupLayoutEntryInfo[samplerInfo.binding.groupIndex][samplerInfo.binding.bindingIndex].index;\r\n bindGroupLayoutEntries[samplerInfo.binding.groupIndex][binding].sampler!.type = samplerType;\r\n }\r\n\r\n bitVal = bitVal << 1;\r\n }\r\n }\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; ++i) {\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: bindGroupLayoutEntries[i],\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _getVertexInputDescriptor(effect: Effect, topology: GPUPrimitiveTopology): GPUVertexBufferLayout[] {\r\n const descriptors: GPUVertexBufferLayout[] = [];\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let currentGPUAttributes: GPUVertexAttribute[] | undefined;\r\n for (var index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n let buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We reuse the same GPUVertexBufferLayout for all attributes that use the same underlying GPU buffer (and for attributes that follow each other in the attributes array)\r\n let offset = vertexBuffer.byteOffset;\r\n const invalidOffsetRange = !vertexBuffer._validOffsetRange;\r\n if (!(currentGPUBuffer && currentGPUAttributes && currentGPUBuffer === buffer) || invalidOffsetRange) {\r\n const vertexBufferDescriptor: GPUVertexBufferLayout = {\r\n arrayStride: vertexBuffer.byteStride,\r\n stepMode: vertexBuffer.getIsInstanced() ? WebGPUConstants.InputStepMode.Instance : WebGPUConstants.InputStepMode.Vertex,\r\n attributes: []\r\n };\r\n\r\n descriptors.push(vertexBufferDescriptor);\r\n currentGPUAttributes = vertexBufferDescriptor.attributes;\r\n if (invalidOffsetRange) {\r\n offset = 0; // the offset will be set directly in the setVertexBuffer call\r\n buffer = null; // buffer can't be reused\r\n }\r\n }\r\n\r\n currentGPUAttributes.push({\r\n shaderLocation: location,\r\n offset,\r\n format: WebGPUCacheRenderPipeline._GetVertexInputDescriptorFormat(vertexBuffer),\r\n });\r\n\r\n currentGPUBuffer = buffer;\r\n }\r\n\r\n return descriptors;\r\n }\r\n\r\n private _createRenderPipeline(effect: Effect, topology: GPUPrimitiveTopology, sampleCount: number): GPURenderPipeline {\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const inputStateDescriptor = this._getVertexInputDescriptor(effect, topology);\r\n const pipelineLayout = this._createPipelineLayout(webgpuPipelineContext);\r\n\r\n const colorStates: Array<GPUColorTargetState> = [];\r\n const alphaBlend = this._getAphaBlendState();\r\n const colorBlend = this._getColorBlendState();\r\n\r\n if (this._mrtAttachments1 > 0) {\r\n for (let i = 0; i < this._mrtFormats.length; ++i) {\r\n const descr: GPUColorTargetState = {\r\n format: this._mrtFormats[i],\r\n writeMask: (this._mrtEnabledMask & (1 << i)) !== 0 ? this._writeMask : 0,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n }\r\n } else {\r\n const descr: GPUColorTargetState = {\r\n format: this._webgpuColorFormat[0],\r\n writeMask: this._writeMask,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n }\r\n\r\n const stencilFrontBack: GPUStencilStateFace = {\r\n compare: WebGPUCacheRenderPipeline._GetCompareFunction(this._stencilEnabled ? this._stencilFrontCompare : 7 /* ALWAYS */),\r\n depthFailOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontDepthFailOp : 1 /* KEEP */),\r\n failOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontFailOp : 1 /* KEEP */),\r\n passOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontPassOp : 1 /* KEEP */)\r\n };\r\n\r\n let stripIndexFormat: GPUIndexFormat | undefined = undefined;\r\n if (topology === WebGPUConstants.PrimitiveTopology.LineStrip || topology === WebGPUConstants.PrimitiveTopology.TriangleStrip) {\r\n stripIndexFormat = !this._indexBuffer || this._indexBuffer.is32Bits ? WebGPUConstants.IndexFormat.Uint32 : WebGPUConstants.IndexFormat.Uint16;\r\n }\r\n\r\n const depthStencilFormatHasStencil = this._webgpuDepthStencilFormat ? WebGPUTextureHelper.HasStencilAspect(this._webgpuDepthStencilFormat) : false;\r\n\r\n return this._device.createRenderPipeline({\r\n layout: pipelineLayout,\r\n vertex: {\r\n module: webgpuPipelineContext.stages!.vertexStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.vertexStage.entryPoint,\r\n buffers: inputStateDescriptor,\r\n },\r\n primitive: {\r\n topology,\r\n stripIndexFormat,\r\n frontFace: this._frontFace === 1 ? WebGPUConstants.FrontFace.CCW : WebGPUConstants.FrontFace.CW,\r\n cullMode: !this._cullEnabled ? WebGPUConstants.CullMode.None : this._cullFace === 2 ? WebGPUConstants.CullMode.Front : WebGPUConstants.CullMode.Back,\r\n },\r\n fragment: !webgpuPipelineContext.stages!.fragmentStage ? undefined : {\r\n module: webgpuPipelineContext.stages!.fragmentStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.fragmentStage.entryPoint,\r\n targets: colorStates,\r\n },\r\n\r\n multisample: {\r\n count: sampleCount,\r\n /*mask,\r\n alphaToCoverageEnabled,*/\r\n },\r\n depthStencil: this._webgpuDepthStencilFormat === undefined ? undefined : {\r\n depthWriteEnabled: this._depthWriteEnabled,\r\n depthCompare: this._depthTestEnabled ? WebGPUCacheRenderPipeline._GetCompareFunction(this._depthCompare) : WebGPUConstants.CompareFunction.Always,\r\n format: this._webgpuDepthStencilFormat,\r\n stencilFront: this._stencilEnabled && depthStencilFormatHasStencil ? stencilFrontBack : undefined,\r\n stencilBack: this._stencilEnabled && depthStencilFormatHasStencil ? stencilFrontBack : undefined,\r\n stencilReadMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilReadMask : undefined,\r\n stencilWriteMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilWriteMask : undefined,\r\n depthBias: this._depthBias,\r\n depthBiasClamp: this._depthBiasClamp,\r\n depthBiasSlopeScale: this._depthBiasSlopeScale,\r\n /*clampDepth*/\r\n },\r\n });\r\n }\r\n\r\n}\r\n"]}
1
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* as WebGPUConstants from './webgpuConstants';\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { Nullable } from \"../../types\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { renderableTextureFormatToIndex, WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\n\r\nenum StatePosition {\r\n StencilReadMask = 0,\r\n StencilWriteMask = 1,\r\n //DepthBiasClamp = 1, // not used, so remove it to improve perf\r\n DepthBias = 2,\r\n DepthBiasSlopeScale = 3,\r\n DepthStencilState = 4,\r\n MRTAttachments1 = 5,\r\n MRTAttachments2 = 6,\r\n RasterizationState = 7,\r\n ColorStates = 8,\r\n ShaderStage = 9,\r\n TextureStage = 10,\r\n VertexState = 11, // vertex state will consume positions 11, 12, ... depending on the number of vertex inputs\r\n\r\n NumStates = 12\r\n}\r\n\r\nconst alphaBlendFactorToIndex: { [name: number]: number } = {\r\n 0: 1, // Zero\r\n 1: 2, // One\r\n 0x0300: 3, // SrcColor\r\n 0x0301: 4, // OneMinusSrcColor\r\n 0x0302: 5, // SrcAlpha\r\n 0x0303: 6, // OneMinusSrcAlpha\r\n 0x0304: 7, // DstAlpha\r\n 0x0305: 8, // OneMinusDstAlpha\r\n 0x0306: 9, // DstColor\r\n 0x0307: 10, // OneMinusDstColor\r\n 0x0308: 11, // SrcAlphaSaturated\r\n 0x8001: 12, // BlendColor\r\n 0x8002: 13, // OneMinusBlendColor\r\n 0x8003: 12, // BlendColor (alpha)\r\n 0x8004: 13, // OneMinusBlendColor (alpha)\r\n};\r\n\r\nconst stencilOpToIndex: { [name: number]: number } = {\r\n 0x0000: 0, // ZERO\r\n 0x1E00: 1, // KEEP\r\n 0x1E01: 2, // REPLACE\r\n 0x1E02: 3, // INCR\r\n 0x1E03: 4, // DECR\r\n 0x150A: 5, // INVERT\r\n 0x8507: 6, // INCR_WRAP\r\n 0x8508: 7, // DECR_WRAP\r\n};\r\n\r\n/** @hidden */\r\nexport abstract class WebGPUCacheRenderPipeline {\r\n\r\n public static NumCacheHitWithoutHash = 0;\r\n public static NumCacheHitWithHash = 0;\r\n public static NumCacheMiss = 0;\r\n public static NumPipelineCreationLastFrame = 0;\r\n\r\n public disabled: boolean;\r\n\r\n private static _NumPipelineCreationCurrentFrame = 0;\r\n\r\n protected _states: number[];\r\n protected _statesLength: number;\r\n protected _stateDirtyLowestIndex: number;\r\n public lastStateDirtyLowestIndex: number; // for stats only\r\n\r\n private _device: GPUDevice;\r\n private _isDirty: boolean;\r\n private _emptyVertexBuffer: VertexBuffer;\r\n private _parameter: { token: any, pipeline: Nullable<GPURenderPipeline> };\r\n private _kMaxVertexBufferStride;\r\n\r\n private _shaderId: number;\r\n private _alphaToCoverageEnabled: boolean;\r\n private _frontFace: number;\r\n private _cullEnabled: boolean;\r\n private _cullFace: number;\r\n private _clampDepth: boolean;\r\n private _rasterizationState: number;\r\n private _depthBias: number;\r\n private _depthBiasClamp: number;\r\n private _depthBiasSlopeScale: number;\r\n private _colorFormat: number;\r\n private _webgpuColorFormat: GPUTextureFormat[];\r\n private _mrtAttachments1: number;\r\n private _mrtAttachments2: number;\r\n private _mrtFormats: GPUTextureFormat[];\r\n private _mrtEnabledMask: number;\r\n private _alphaBlendEnabled: boolean;\r\n private _alphaBlendFuncParams: Array<Nullable<number>>;\r\n private _alphaBlendEqParams: Array<Nullable<number>>;\r\n private _writeMask: number;\r\n private _colorStates: number;\r\n private _depthStencilFormat: number;\r\n private _webgpuDepthStencilFormat: GPUTextureFormat | undefined;\r\n private _depthTestEnabled: boolean;\r\n private _depthWriteEnabled: boolean;\r\n private _depthCompare: number;\r\n private _stencilEnabled: boolean;\r\n private _stencilFrontCompare: number;\r\n private _stencilFrontDepthFailOp: number;\r\n private _stencilFrontPassOp: number;\r\n private _stencilFrontFailOp: number;\r\n private _stencilReadMask: number;\r\n private _stencilWriteMask: number;\r\n private _depthStencilState: number;\r\n private _vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _textureState: number;\r\n private _useTextureStage: boolean;\r\n\r\n constructor(device: GPUDevice, emptyVertexBuffer: VertexBuffer, useTextureStage: boolean) {\r\n this._device = device;\r\n this._useTextureStage = useTextureStage;\r\n this._states = new Array(30); // pre-allocate enough room so that no new allocation will take place afterwards\r\n this._statesLength = 0;\r\n this._stateDirtyLowestIndex = 0;\r\n this._emptyVertexBuffer = emptyVertexBuffer;\r\n this._mrtFormats = [];\r\n this._parameter = { token: undefined, pipeline: null };\r\n this.disabled = false;\r\n this.vertexBuffers = [];\r\n this._kMaxVertexBufferStride = device.limits.maxVertexBufferArrayStride || 2048;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this._isDirty = true;\r\n this.vertexBuffers.length = 0;\r\n this.setAlphaToCoverage(false);\r\n this.resetDepthCullingState();\r\n this.setClampDepth(false);\r\n this.setDepthBias(0);\r\n //this.setDepthBiasClamp(0);\r\n this._webgpuColorFormat = [WebGPUConstants.TextureFormat.BGRA8Unorm];\r\n this.setColorFormat(WebGPUConstants.TextureFormat.BGRA8Unorm);\r\n this.setMRT([]);\r\n this.setAlphaBlendEnabled(false);\r\n this.setAlphaBlendFactors([null, null, null, null], [null, null]);\r\n this.setWriteMask(0xF);\r\n this.setDepthStencilFormat(WebGPUConstants.TextureFormat.Depth24PlusStencil8);\r\n this.setStencilEnabled(false);\r\n this.resetStencilState();\r\n this.setBuffers(null, null, null);\r\n this._setTextureState(0);\r\n }\r\n\r\n protected abstract _getRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void;\r\n protected abstract _setRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void;\r\n\r\n public readonly vertexBuffers: VertexBuffer[];\r\n\r\n public get colorFormats(): GPUTextureFormat[] {\r\n return this._mrtAttachments1 > 0 ? this._mrtFormats : this._webgpuColorFormat;\r\n }\r\n\r\n public readonly mrtAttachments: number[];\r\n public readonly mrtTextureArray: InternalTexture[];\r\n public readonly mrtTextureCount: number = 0;\r\n\r\n public getRenderPipeline(fillMode: number, effect: Effect, sampleCount: number, textureState = 0): GPURenderPipeline {\r\n if (sampleCount > 1) {\r\n // WebGPU only supports 1 or 4\r\n sampleCount = 4;\r\n }\r\n if (this.disabled) {\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._setVertexState(effect); // to fill this.vertexBuffers with correct data\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._setShaderStage(effect.uniqueId);\r\n this._setRasterizationState(fillMode, sampleCount);\r\n this._setColorStates();\r\n this._setDepthStencilState();\r\n this._setVertexState(effect);\r\n this._setTextureState(textureState);\r\n\r\n this.lastStateDirtyLowestIndex = this._stateDirtyLowestIndex;\r\n\r\n if (!this._isDirty && this._parameter.pipeline) {\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n WebGPUCacheRenderPipeline.NumCacheHitWithoutHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._getRenderPipeline(this._parameter);\r\n\r\n this._isDirty = false;\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n\r\n if (this._parameter.pipeline) {\r\n WebGPUCacheRenderPipeline.NumCacheHitWithHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n this._setRenderPipeline(this._parameter);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheRenderPipeline.NumPipelineCreationLastFrame = WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame = 0;\r\n }\r\n\r\n public setAlphaToCoverage(enabled: boolean): void {\r\n this._alphaToCoverageEnabled = enabled;\r\n }\r\n\r\n public setFrontFace(frontFace: number): void {\r\n this._frontFace = frontFace;\r\n }\r\n\r\n public setCullEnabled(enabled: boolean): void {\r\n this._cullEnabled = enabled;\r\n }\r\n\r\n public setCullFace(cullFace: number): void {\r\n this._cullFace = cullFace;\r\n }\r\n\r\n public setClampDepth(clampDepth: boolean): void {\r\n this._clampDepth = clampDepth;\r\n }\r\n\r\n public resetDepthCullingState(): void {\r\n this.setDepthCullingState(false, 2, 1, 0, 0, true, true, 519);\r\n }\r\n\r\n public setDepthCullingState(cullEnabled: boolean, frontFace: number, cullFace: number, zOffset: number, zOffsetUnits: number, depthTestEnabled: boolean, depthWriteEnabled: boolean, depthCompare: Nullable<number>): void {\r\n this._depthWriteEnabled = depthWriteEnabled;\r\n this._depthTestEnabled = depthTestEnabled;\r\n this._depthCompare = (depthCompare ?? 519) - 0x0200;\r\n this._cullFace = cullFace;\r\n this._cullEnabled = cullEnabled;\r\n this._frontFace = frontFace;\r\n this.setDepthBiasSlopeScale(zOffset);\r\n this.setDepthBias(zOffsetUnits);\r\n }\r\n\r\n public setDepthBias(depthBias: number): void {\r\n if (this._depthBias !== depthBias) {\r\n this._depthBias = depthBias;\r\n this._states[StatePosition.DepthBias] = depthBias;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBias);\r\n }\r\n }\r\n\r\n /*public setDepthBiasClamp(depthBiasClamp: number): void {\r\n if (this._depthBiasClamp !== depthBiasClamp) {\r\n this._depthBiasClamp = depthBiasClamp;\r\n this._states[StatePosition.DepthBiasClamp] = depthBiasClamp.toString();\r\n this._isDirty = true;\r\n }\r\n }*/\r\n\r\n public setDepthBiasSlopeScale(depthBiasSlopeScale: number): void {\r\n if (this._depthBiasSlopeScale !== depthBiasSlopeScale) {\r\n this._depthBiasSlopeScale = depthBiasSlopeScale;\r\n this._states[StatePosition.DepthBiasSlopeScale] = depthBiasSlopeScale;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBiasSlopeScale);\r\n }\r\n }\r\n\r\n public setColorFormat(format: GPUTextureFormat): void {\r\n this._webgpuColorFormat[0] = format;\r\n this._colorFormat = renderableTextureFormatToIndex[format];\r\n }\r\n\r\n public setMRTAttachments(attachments: number[]): void {\r\n (this.mrtAttachments as any) = attachments;\r\n let mask = 0;\r\n for (let i = 0; i < attachments.length; ++i) {\r\n if (attachments[i] !== 0) {\r\n mask += 1 << i;\r\n }\r\n }\r\n if (this._mrtEnabledMask !== mask) {\r\n this._mrtEnabledMask = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setMRT(textureArray: InternalTexture[], textureCount?: number): void {\r\n textureCount = textureCount ?? textureArray.length;\r\n if (textureCount > 10) {\r\n // If we want more than 10 attachments we need to change this method (and the StatePosition enum) but 10 seems plenty: note that WebGPU only supports 8 at the time (2021/12/13)!\r\n // As we need 39 different values we are using 6 bits to encode a texture format, meaning we can encode 5 texture formats in 32 bits\r\n // We are using 2x32 bit values to handle 10 textures\r\n throw \"Can't handle more than 10 attachments for a MRT in cache render pipeline!\";\r\n }\r\n (this.mrtTextureArray as any) = textureArray;\r\n (this.mrtTextureCount as any) = textureCount;\r\n\r\n this._mrtEnabledMask = 0xFFFF; // all textures are enabled at start (meaning we can write to them). Calls to setMRTAttachments may disable some\r\n\r\n let bits: number[] = [0, 0], indexBits = 0, mask = 0, numRT = 0;\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n const gpuWrapper = texture?._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n this._mrtFormats[numRT] = gpuWrapper?.format ?? this._webgpuColorFormat[0];\r\n\r\n bits[indexBits] += renderableTextureFormatToIndex[this._mrtFormats[numRT]] << mask;\r\n mask += 6;\r\n numRT++;\r\n\r\n if (mask >= 32) {\r\n mask = 0;\r\n indexBits++;\r\n }\r\n }\r\n this._mrtFormats.length = numRT;\r\n if (this._mrtAttachments1 !== bits[0] || this._mrtAttachments2 !== bits[1]) {\r\n this._mrtAttachments1 = bits[0];\r\n this._mrtAttachments2 = bits[1];\r\n this._states[StatePosition.MRTAttachments1] = bits[0];\r\n this._states[StatePosition.MRTAttachments2] = bits[1];\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setAlphaBlendEnabled(enabled: boolean): void {\r\n this._alphaBlendEnabled = enabled;\r\n }\r\n\r\n public setAlphaBlendFactors(factors: Array<Nullable<number>>, operations: Array<Nullable<number>>): void {\r\n this._alphaBlendFuncParams = factors;\r\n this._alphaBlendEqParams = operations;\r\n }\r\n\r\n public setWriteMask(mask: number): void {\r\n this._writeMask = mask;\r\n }\r\n\r\n public setDepthStencilFormat(format: GPUTextureFormat | undefined): void {\r\n this._webgpuDepthStencilFormat = format;\r\n this._depthStencilFormat = format === undefined ? 0 : renderableTextureFormatToIndex[format];\r\n }\r\n\r\n public setDepthTestEnabled(enabled: boolean): void {\r\n this._depthTestEnabled = enabled;\r\n }\r\n\r\n public setDepthWriteEnabled(enabled: boolean): void {\r\n this._depthWriteEnabled = enabled;\r\n }\r\n\r\n public setDepthCompare(func: Nullable<number>): void {\r\n this._depthCompare = (func ?? 519) - 0x0200;\r\n }\r\n\r\n public setStencilEnabled(enabled: boolean): void {\r\n this._stencilEnabled = enabled;\r\n }\r\n\r\n public setStencilCompare(func: Nullable<number>): void {\r\n this._stencilFrontCompare = (func ?? 519) - 0x0200;\r\n }\r\n\r\n public setStencilDepthFailOp(op: Nullable<number>): void {\r\n this._stencilFrontDepthFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilPassOp(op: Nullable<number>): void {\r\n this._stencilFrontPassOp = op === null ? 2 /* REPLACE */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilFailOp(op: Nullable<number>): void {\r\n this._stencilFrontFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilReadMask(mask: number): void {\r\n if (this._stencilReadMask !== mask) {\r\n this._stencilReadMask = mask;\r\n this._states[StatePosition.StencilReadMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilReadMask);\r\n }\r\n }\r\n\r\n public setStencilWriteMask(mask: number): void {\r\n if (this._stencilWriteMask !== mask) {\r\n this._stencilWriteMask = mask;\r\n this._states[StatePosition.StencilWriteMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilWriteMask);\r\n }\r\n }\r\n\r\n public resetStencilState(): void {\r\n this.setStencilState(false, 519, 7680, 7681, 7680, 0xFF, 0xFF);\r\n }\r\n\r\n public setStencilState(stencilEnabled: boolean, compare: Nullable<number>, depthFailOp: Nullable<number>, passOp: Nullable<number>, failOp: Nullable<number>, readMask: number, writeMask: number): void {\r\n this._stencilEnabled = stencilEnabled;\r\n this._stencilFrontCompare = (compare ?? 519) - 0x0200;\r\n this._stencilFrontDepthFailOp = depthFailOp === null ? 1 /* KEEP */ : stencilOpToIndex[depthFailOp];\r\n this._stencilFrontPassOp = passOp === null ? 2 /* REPLACE */ : stencilOpToIndex[passOp];\r\n this._stencilFrontFailOp = failOp === null ? 1 /* KEEP */ : stencilOpToIndex[failOp];\r\n this.setStencilReadMask(readMask);\r\n this.setStencilWriteMask(writeMask);\r\n }\r\n\r\n public setBuffers(vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>, indexBuffer: Nullable<DataBuffer>, overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>): void {\r\n this._vertexBuffers = vertexBuffers;\r\n this._overrideVertexBuffers = overrideVertexBuffers;\r\n this._indexBuffer = indexBuffer;\r\n }\r\n\r\n private static _GetTopology(fillMode: number): GPUPrimitiveTopology {\r\n switch (fillMode) {\r\n // Triangle views\r\n case 0:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n case 2:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case 1:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n // Draw modes\r\n case 3:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case 4:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n case 5:\r\n // return this._gl.LINE_LOOP;\r\n // TODO WEBGPU. Line Loop Mode Fallback at buffer load time.\r\n throw \"LineLoop is an unsupported fillmode in WebGPU\";\r\n case 6:\r\n return WebGPUConstants.PrimitiveTopology.LineStrip;\r\n case 7:\r\n return WebGPUConstants.PrimitiveTopology.TriangleStrip;\r\n case 8:\r\n // return this._gl.TRIANGLE_FAN;\r\n // TODO WEBGPU. Triangle Fan Mode Fallback at buffer load time.\r\n throw \"TriangleFan is an unsupported fillmode in WebGPU\";\r\n default:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendOperation(operation: Nullable<number>): GPUBlendOperation {\r\n switch (operation) {\r\n case 32774:\r\n return WebGPUConstants.BlendOperation.Add;\r\n case 32778:\r\n return WebGPUConstants.BlendOperation.Subtract;\r\n case 32779:\r\n return WebGPUConstants.BlendOperation.ReverseSubtract;\r\n case 32775:\r\n return WebGPUConstants.BlendOperation.Min;\r\n case 32776:\r\n return WebGPUConstants.BlendOperation.Max;\r\n default:\r\n return WebGPUConstants.BlendOperation.Add;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendFactor(factor: Nullable<number>): GPUBlendFactor {\r\n switch (factor) {\r\n case 0:\r\n return WebGPUConstants.BlendFactor.Zero;\r\n case 1:\r\n return WebGPUConstants.BlendFactor.One;\r\n case 768:\r\n return WebGPUConstants.BlendFactor.Src;\r\n case 769:\r\n return WebGPUConstants.BlendFactor.OneMinusSrc;\r\n case 770:\r\n return WebGPUConstants.BlendFactor.SrcAlpha;\r\n case 771:\r\n return WebGPUConstants.BlendFactor.OneMinusSrcAlpha;\r\n case 772:\r\n return WebGPUConstants.BlendFactor.DstAlpha;\r\n case 773:\r\n return WebGPUConstants.BlendFactor.OneMinusDstAlpha;\r\n case 774:\r\n return WebGPUConstants.BlendFactor.Dst;\r\n case 775:\r\n return WebGPUConstants.BlendFactor.OneMinusDst;\r\n case 776:\r\n return WebGPUConstants.BlendFactor.SrcAlphaSaturated;\r\n case 32769:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case 32770:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n case 32771:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case 32772:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n default:\r\n return WebGPUConstants.BlendFactor.One;\r\n }\r\n }\r\n\r\n private static _GetCompareFunction(compareFunction: number): GPUCompareFunction {\r\n switch (compareFunction) {\r\n case 0: // NEVER\r\n return WebGPUConstants.CompareFunction.Never;\r\n case 1: // LESS\r\n return WebGPUConstants.CompareFunction.Less;\r\n case 2: // EQUAL\r\n return WebGPUConstants.CompareFunction.Equal;\r\n case 3: // LEQUAL\r\n return WebGPUConstants.CompareFunction.LessEqual;\r\n case 4: // GREATER\r\n return WebGPUConstants.CompareFunction.Greater;\r\n case 5: // NOTEQUAL\r\n return WebGPUConstants.CompareFunction.NotEqual;\r\n case 6: // GEQUAL\r\n return WebGPUConstants.CompareFunction.GreaterEqual;\r\n case 7: // ALWAYS\r\n return WebGPUConstants.CompareFunction.Always;\r\n }\r\n return WebGPUConstants.CompareFunction.Never;\r\n }\r\n\r\n private static _GetStencilOpFunction(operation: number): GPUStencilOperation {\r\n switch (operation) {\r\n case 0:\r\n return WebGPUConstants.StencilOperation.Zero;\r\n case 1:\r\n return WebGPUConstants.StencilOperation.Keep;\r\n case 2:\r\n return WebGPUConstants.StencilOperation.Replace;\r\n case 3:\r\n return WebGPUConstants.StencilOperation.IncrementClamp;\r\n case 4:\r\n return WebGPUConstants.StencilOperation.DecrementClamp;\r\n case 5:\r\n return WebGPUConstants.StencilOperation.Invert;\r\n case 6:\r\n return WebGPUConstants.StencilOperation.IncrementWrap;\r\n case 7:\r\n return WebGPUConstants.StencilOperation.DecrementWrap;\r\n }\r\n return WebGPUConstants.StencilOperation.Keep;\r\n }\r\n\r\n private static _GetVertexInputDescriptorFormat(vertexBuffer: VertexBuffer): GPUVertexFormat {\r\n const type = vertexBuffer.type;\r\n const normalized = vertexBuffer.normalized;\r\n const size = vertexBuffer.getSize();\r\n\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x2 : WebGPUConstants.VertexFormat.Sint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x4 : WebGPUConstants.VertexFormat.Sint8x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x2 : WebGPUConstants.VertexFormat.Uint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x4 : WebGPUConstants.VertexFormat.Uint8x4;\r\n }\r\n break;\r\n case VertexBuffer.SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x2 : WebGPUConstants.VertexFormat.Sint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x4 : WebGPUConstants.VertexFormat.Sint16x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x2 : WebGPUConstants.VertexFormat.Uint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x4 : WebGPUConstants.VertexFormat.Uint16x4;\r\n }\r\n break;\r\n case VertexBuffer.INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Sint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Sint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Sint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Sint32x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Uint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Uint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Uint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Uint32x4;\r\n }\r\n break;\r\n case VertexBuffer.FLOAT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Float32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Float32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Float32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Float32x4;\r\n }\r\n break;\r\n }\r\n\r\n throw new Error(`Invalid Format '${vertexBuffer.getKind()}' - type=${type}, normalized=${normalized}, size=${size}`);\r\n }\r\n\r\n private _getAphaBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[2]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[3]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[1]),\r\n };\r\n }\r\n\r\n private _getColorBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[0]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[1]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[0]),\r\n };\r\n }\r\n\r\n private _setShaderStage(id: number): void {\r\n if (this._shaderId !== id) {\r\n this._shaderId = id;\r\n this._states[StatePosition.ShaderStage] = id;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ShaderStage);\r\n }\r\n }\r\n\r\n private _setRasterizationState(topology: number, sampleCount: number): void {\r\n const frontFace = this._frontFace;\r\n const cullMode = this._cullEnabled ? this._cullFace : 0;\r\n const clampDepth = this._clampDepth ? 1 : 0;\r\n const alphaToCoverage = this._alphaToCoverageEnabled ? 1 : 0;\r\n const rasterizationState =\r\n (frontFace - 1) +\r\n (cullMode << 1) +\r\n (clampDepth << 3) +\r\n (alphaToCoverage << 4) +\r\n (topology << 5) +\r\n (sampleCount << 8);\r\n\r\n if (this._rasterizationState !== rasterizationState) {\r\n this._rasterizationState = rasterizationState;\r\n this._states[StatePosition.RasterizationState] = this._rasterizationState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.RasterizationState);\r\n }\r\n }\r\n\r\n private _setColorStates(): void {\r\n let colorStates =\r\n ((this._writeMask ? 1 : 0) << 22) + (this._colorFormat << 23) +\r\n ((this._depthWriteEnabled ? 1 : 0) << 29); // this state has been moved from depthStencilState here because alpha and depth are related (generally when alpha is on, depth write is off and the other way around)\r\n\r\n if (this._alphaBlendEnabled) {\r\n colorStates +=\r\n ((this._alphaBlendFuncParams[0] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[0]]) << 0) +\r\n ((this._alphaBlendFuncParams[1] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[1]]) << 4) +\r\n ((this._alphaBlendFuncParams[2] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[2]]) << 8) +\r\n ((this._alphaBlendFuncParams[3] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[3]]) << 12) +\r\n ((this._alphaBlendEqParams[0] === null ? 1 : this._alphaBlendEqParams[0] - 0x8005) << 16) +\r\n ((this._alphaBlendEqParams[1] === null ? 1 : this._alphaBlendEqParams[1] - 0x8005) << 19);\r\n }\r\n\r\n if (colorStates !== this._colorStates) {\r\n this._colorStates = colorStates;\r\n this._states[StatePosition.ColorStates] = this._colorStates;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ColorStates);\r\n }\r\n }\r\n\r\n private _setDepthStencilState(): void {\r\n let stencilState = !this._stencilEnabled ?\r\n 7 /* ALWAYS */ + (1 /* KEEP */ << 3) + (1 /* KEEP */ << 6) + (1 /* KEEP */ << 9) :\r\n this._stencilFrontCompare + (this._stencilFrontDepthFailOp << 3) + (this._stencilFrontPassOp << 6) + (this._stencilFrontFailOp << 9);\r\n\r\n const depthStencilState =\r\n this._depthStencilFormat +\r\n ((this._depthTestEnabled ? this._depthCompare : 7 /* ALWAYS */) << 6) +\r\n (stencilState << 10); // stencil front - stencil back is the same\r\n\r\n if (this._depthStencilState !== depthStencilState) {\r\n this._depthStencilState = depthStencilState;\r\n this._states[StatePosition.DepthStencilState] = this._depthStencilState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthStencilState);\r\n }\r\n }\r\n\r\n private _setVertexState(effect: Effect): void {\r\n const currStateLen = this._statesLength;\r\n let newNumStates = StatePosition.VertexState;\r\n\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let numVertexBuffers = 0;\r\n for (var index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n const buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We optimize usage of GPUVertexBufferLayout: we will create a single GPUVertexBufferLayout for all the attributes which follow each other and which use the same GPU buffer\r\n // However, there are some constraints in the attribute.offset value range, so we must check for them before being able to reuse the same GPUVertexBufferLayout\r\n // See _getVertexInputDescriptor() below\r\n if (vertexBuffer._validOffsetRange === undefined) {\r\n const offset = vertexBuffer.byteOffset;\r\n const formatSize = vertexBuffer.getSize(true);\r\n const byteStride = vertexBuffer.byteStride;\r\n vertexBuffer._validOffsetRange = offset <= (this._kMaxVertexBufferStride - formatSize) && (byteStride === 0 || (offset + formatSize) <= byteStride);\r\n }\r\n\r\n if (!(currentGPUBuffer && currentGPUBuffer === buffer && vertexBuffer._validOffsetRange)) {\r\n // we can't combine the previous vertexBuffer with the current one\r\n this.vertexBuffers[numVertexBuffers++] = vertexBuffer;\r\n currentGPUBuffer = vertexBuffer._validOffsetRange ? buffer : null;\r\n }\r\n\r\n const vid = vertexBuffer.hashCode + (location << 7);\r\n\r\n this._isDirty = this._isDirty || this._states[newNumStates] !== vid;\r\n this._states[newNumStates++] = vid;\r\n }\r\n\r\n this.vertexBuffers.length = numVertexBuffers;\r\n\r\n this._statesLength = newNumStates;\r\n this._isDirty = this._isDirty || newNumStates !== currStateLen;\r\n if (this._isDirty) {\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.VertexState);\r\n }\r\n }\r\n\r\n private _setTextureState(textureState: number): void {\r\n if (this._textureState !== textureState) {\r\n this._textureState = textureState;\r\n this._states[StatePosition.TextureStage] = this._textureState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.TextureStage);\r\n }\r\n }\r\n\r\n private _createPipelineLayout(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n if (this._useTextureStage) {\r\n return this._createPipelineLayoutWithTextureStage(webgpuPipelineContext);\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n const bindGroupLayoutEntries = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: setDefinition,\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _createPipelineLayoutWithTextureStage(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n const shaderProcessingContext = webgpuPipelineContext.shaderProcessingContext;\r\n const bindGroupLayoutEntries = shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n let bitVal = 1;\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.texture) {\r\n const name = shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const textureInfo = shaderProcessingContext.availableTextures[name];\r\n const samplerInfo = textureInfo.autoBindSampler ? shaderProcessingContext.availableSamplers[name + WebGPUShaderProcessor.AutoSamplerSuffix] : null;\r\n\r\n let sampleType = textureInfo.sampleType;\r\n let samplerType = samplerInfo?.type ?? WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if ((this._textureState & bitVal) && sampleType !== WebGPUConstants.TextureSampleType.Depth) {\r\n // The texture is a 32 bits float texture but the system does not support linear filtering for them:\r\n // we set the sampler to \"non-filtering\" and the texture sample type to \"unfilterable-float\"\r\n if (textureInfo.autoBindSampler) {\r\n samplerType = WebGPUConstants.SamplerBindingType.NonFiltering;\r\n }\r\n sampleType = WebGPUConstants.TextureSampleType.UnfilterableFloat;\r\n }\r\n\r\n entry.texture!.sampleType = sampleType;\r\n\r\n if (samplerInfo) {\r\n const binding = shaderProcessingContext.bindGroupLayoutEntryInfo[samplerInfo.binding.groupIndex][samplerInfo.binding.bindingIndex].index;\r\n bindGroupLayoutEntries[samplerInfo.binding.groupIndex][binding].sampler!.type = samplerType;\r\n }\r\n\r\n bitVal = bitVal << 1;\r\n }\r\n }\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; ++i) {\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: bindGroupLayoutEntries[i],\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _getVertexInputDescriptor(effect: Effect, topology: GPUPrimitiveTopology): GPUVertexBufferLayout[] {\r\n const descriptors: GPUVertexBufferLayout[] = [];\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let currentGPUAttributes: GPUVertexAttribute[] | undefined;\r\n for (var index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n let buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We reuse the same GPUVertexBufferLayout for all attributes that use the same underlying GPU buffer (and for attributes that follow each other in the attributes array)\r\n let offset = vertexBuffer.byteOffset;\r\n const invalidOffsetRange = !vertexBuffer._validOffsetRange;\r\n if (!(currentGPUBuffer && currentGPUAttributes && currentGPUBuffer === buffer) || invalidOffsetRange) {\r\n const vertexBufferDescriptor: GPUVertexBufferLayout = {\r\n arrayStride: vertexBuffer.byteStride,\r\n stepMode: vertexBuffer.getIsInstanced() ? WebGPUConstants.InputStepMode.Instance : WebGPUConstants.InputStepMode.Vertex,\r\n attributes: []\r\n };\r\n\r\n descriptors.push(vertexBufferDescriptor);\r\n currentGPUAttributes = vertexBufferDescriptor.attributes;\r\n if (invalidOffsetRange) {\r\n offset = 0; // the offset will be set directly in the setVertexBuffer call\r\n buffer = null; // buffer can't be reused\r\n }\r\n }\r\n\r\n currentGPUAttributes.push({\r\n shaderLocation: location,\r\n offset,\r\n format: WebGPUCacheRenderPipeline._GetVertexInputDescriptorFormat(vertexBuffer),\r\n });\r\n\r\n currentGPUBuffer = buffer;\r\n }\r\n\r\n return descriptors;\r\n }\r\n\r\n private _createRenderPipeline(effect: Effect, topology: GPUPrimitiveTopology, sampleCount: number): GPURenderPipeline {\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const inputStateDescriptor = this._getVertexInputDescriptor(effect, topology);\r\n const pipelineLayout = this._createPipelineLayout(webgpuPipelineContext);\r\n\r\n const colorStates: Array<GPUColorTargetState> = [];\r\n const alphaBlend = this._getAphaBlendState();\r\n const colorBlend = this._getColorBlendState();\r\n\r\n if (this._mrtAttachments1 > 0) {\r\n for (let i = 0; i < this._mrtFormats.length; ++i) {\r\n const descr: GPUColorTargetState = {\r\n format: this._mrtFormats[i],\r\n writeMask: (this._mrtEnabledMask & (1 << i)) !== 0 ? this._writeMask : 0,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n }\r\n } else {\r\n const descr: GPUColorTargetState = {\r\n format: this._webgpuColorFormat[0],\r\n writeMask: this._writeMask,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n }\r\n\r\n const stencilFrontBack: GPUStencilStateFace = {\r\n compare: WebGPUCacheRenderPipeline._GetCompareFunction(this._stencilEnabled ? this._stencilFrontCompare : 7 /* ALWAYS */),\r\n depthFailOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontDepthFailOp : 1 /* KEEP */),\r\n failOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontFailOp : 1 /* KEEP */),\r\n passOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontPassOp : 1 /* KEEP */)\r\n };\r\n\r\n let stripIndexFormat: GPUIndexFormat | undefined = undefined;\r\n if (topology === WebGPUConstants.PrimitiveTopology.LineStrip || topology === WebGPUConstants.PrimitiveTopology.TriangleStrip) {\r\n stripIndexFormat = !this._indexBuffer || this._indexBuffer.is32Bits ? WebGPUConstants.IndexFormat.Uint32 : WebGPUConstants.IndexFormat.Uint16;\r\n }\r\n\r\n const depthStencilFormatHasStencil = this._webgpuDepthStencilFormat ? WebGPUTextureHelper.HasStencilAspect(this._webgpuDepthStencilFormat) : false;\r\n\r\n return this._device.createRenderPipeline({\r\n layout: pipelineLayout,\r\n vertex: {\r\n module: webgpuPipelineContext.stages!.vertexStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.vertexStage.entryPoint,\r\n buffers: inputStateDescriptor,\r\n },\r\n primitive: {\r\n topology,\r\n stripIndexFormat,\r\n frontFace: this._frontFace === 1 ? WebGPUConstants.FrontFace.CCW : WebGPUConstants.FrontFace.CW,\r\n cullMode: !this._cullEnabled ? WebGPUConstants.CullMode.None : this._cullFace === 2 ? WebGPUConstants.CullMode.Front : WebGPUConstants.CullMode.Back,\r\n },\r\n fragment: !webgpuPipelineContext.stages!.fragmentStage ? undefined : {\r\n module: webgpuPipelineContext.stages!.fragmentStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.fragmentStage.entryPoint,\r\n targets: colorStates,\r\n },\r\n\r\n multisample: {\r\n count: sampleCount,\r\n /*mask,\r\n alphaToCoverageEnabled,*/\r\n },\r\n depthStencil: this._webgpuDepthStencilFormat === undefined ? undefined : {\r\n depthWriteEnabled: this._depthWriteEnabled,\r\n depthCompare: this._depthTestEnabled ? WebGPUCacheRenderPipeline._GetCompareFunction(this._depthCompare) : WebGPUConstants.CompareFunction.Always,\r\n format: this._webgpuDepthStencilFormat,\r\n stencilFront: this._stencilEnabled && depthStencilFormatHasStencil ? stencilFrontBack : undefined,\r\n stencilBack: this._stencilEnabled && depthStencilFormatHasStencil ? stencilFrontBack : undefined,\r\n stencilReadMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilReadMask : undefined,\r\n stencilWriteMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilWriteMask : undefined,\r\n depthBias: this._depthBias,\r\n depthBiasClamp: this._depthBiasClamp,\r\n depthBiasSlopeScale: this._depthBiasSlopeScale,\r\n },\r\n });\r\n }\r\n\r\n}\r\n"]}
@@ -4,7 +4,7 @@ import { WebGPUCacheRenderPipeline } from "./webgpuCacheRenderPipeline";
4
4
  /** @hidden */
5
5
  declare class NodeState {
6
6
  values: {
7
- [name: number]: NodeState;
7
+ [id: number]: NodeState;
8
8
  };
9
9
  pipeline: GPURenderPipeline;
10
10
  constructor();
@@ -1 +1 @@
1
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1 : 0;\r\n for (const value in this.values) {\r\n const node = this.values[value];\r\n const [childCountNodes, childCoundPipeline] = node!.count();\r\n countNode += childCountNodes;\r\n countPipeline += childCoundPipeline;\r\n countNode++;\r\n }\r\n return [countNode, countPipeline];\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPUCacheRenderPipelineTree extends WebGPUCacheRenderPipeline {\r\n\r\n private static _Cache: NodeState = new NodeState();\r\n\r\n private _nodeStack: NodeState[];\r\n\r\n public static GetNodeCounts(): { nodeCount: number, pipelineCount: number } {\r\n const counts = WebGPUCacheRenderPipelineTree._Cache.count();\r\n\r\n return { nodeCount: counts[0], pipelineCount: counts[1] };\r\n }\r\n\r\n public static _GetPipelines(node: NodeState, pipelines: Array<Array<number>>, curPath: Array<number>, curPathLen: number): void {\r\n if (node.pipeline) {\r\n const path = curPath.slice();\r\n path.length = curPathLen;\r\n pipelines.push(path);\r\n }\r\n for (const value in node.values) {\r\n const nnode = node.values[value];\r\n curPath[curPathLen] = parseInt(value);\r\n WebGPUCacheRenderPipelineTree._GetPipelines(nnode, pipelines, curPath, curPathLen + 1);\r\n }\r\n }\r\n\r\n public static GetPipelines(): Array<Array<number>> {\r\n const pipelines: Array<Array<number>> = [];\r\n WebGPUCacheRenderPipelineTree._GetPipelines(WebGPUCacheRenderPipelineTree._Cache, pipelines, [], 0);\r\n return pipelines;\r\n }\r\n\r\n constructor(device: GPUDevice, emptyVertexBuffer: VertexBuffer, useTextureStage: boolean) {\r\n super(device, emptyVertexBuffer, useTextureStage);\r\n this._nodeStack = [];\r\n this._nodeStack[0] = WebGPUCacheRenderPipelineTree._Cache;\r\n }\r\n\r\n protected _getRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void {\r\n let node = this._nodeStack[this._stateDirtyLowestIndex];\r\n for (let i = this._stateDirtyLowestIndex; i < this._statesLength; ++i) {\r\n let nn: NodeState | undefined = node!.values[this._states[i]];\r\n if (!nn) {\r\n nn = new NodeState();\r\n node!.values[this._states[i]] = nn;\r\n }\r\n node = nn;\r\n this._nodeStack[i + 1] = node;\r\n }\r\n\r\n param.token = node;\r\n param.pipeline = node.pipeline;\r\n }\r\n\r\n protected _setRenderPipeline(param: { token: NodeState, pipeline: Nullable<GPURenderPipeline> }): void {\r\n param.token.pipeline = param.pipeline!;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"webgpuCacheRenderPipelineTree.js","sourceRoot":"","sources":["../../../../sourceES6/core/Engines/WebGPU/webgpuCacheRenderPipelineTree.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,yBAAyB,EAAE,MAAM,6BAA6B,CAAC;AAExE,cAAc;AACd;IAII;QACI,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;IACrB,CAAC;IAEM,yBAAK,GAAZ;QACI,IAAI,SAAS,GAAG,CAAC,EAAE,aAAa,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACzD,KAAK,IAAM,KAAK,IAAI,IAAI,CAAC,MAAM,EAAE;YAC7B,IAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAC1B,IAAA,KAAwC,IAAK,CAAC,KAAK,EAAE,EAApD,eAAe,QAAA,EAAE,kBAAkB,QAAiB,CAAC;YAC5D,SAAS,IAAI,eAAe,CAAC;YAC7B,aAAa,IAAI,kBAAkB,CAAC;YACpC,SAAS,EAAE,CAAC;SACf;QACD,OAAO,CAAC,SAAS,EAAE,aAAa,CAAC,CAAC;IACtC,CAAC;IACL,gBAAC;AAAD,CAAC,AAnBD,IAmBC;AAED,cAAc;AACd;IAAmD,iDAAyB;IA+BxE,uCAAY,MAAiB,EAAE,iBAA+B,EAAE,eAAwB;QAAxF,YACI,kBAAM,MAAM,EAAE,iBAAiB,EAAE,eAAe,CAAC,SAGpD;QAFG,KAAI,CAAC,UAAU,GAAG,EAAE,CAAC;QACrB,KAAI,CAAC,UAAU,CAAC,CAAC,CAAC,GAAG,6BAA6B,CAAC,MAAM,CAAC;;IAC9D,CAAC;IA7Ba,2CAAa,GAA3B;QACI,IAAM,MAAM,GAAG,6BAA6B,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;QAE5D,OAAO,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,aAAa,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC;IAC9D,CAAC;IAEa,2CAAa,GAA3B,UAA4B,IAAe,EAAE,SAA+B,EAAE,OAAsB,EAAE,UAAkB;QACpH,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAM,IAAI,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC;YAC7B,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;YACzB,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;SACxB;QACD,KAAK,IAAM,KAAK,IAAI,IAAI,CAAC,MAAM,EAAE;YAC7B,IAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACjC,OAAO,CAAC,UAAU,CAAC,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC;YACtC,6BAA6B,CAAC,aAAa,CAAC,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,UAAU,GAAG,CAAC,CAAC,CAAC;SAC1F;IACL,CAAC;IAEa,0CAAY,GAA1B;QACI,IAAM,SAAS,GAAyB,EAAE,CAAC;QAC3C,6BAA6B,CAAC,aAAa,CAAC,6BAA6B,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;QACpG,OAAO,SAAS,CAAC;IACrB,CAAC;IAQS,0DAAkB,GAA5B,UAA6B,KAA4D;QACrF,IAAI,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACxD,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,sBAAsB,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,EAAE,EAAE,CAAC,EAAE;YACnE,IAAI,EAAE,GAA0B,IAAK,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC9D,IAAI,CAAC,EAAE,EAAE;gBACL,EAAE,GAAG,IAAI,SAAS,EAAE,CAAC;gBACrB,IAAK,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC;aACtC;YACD,IAAI,GAAG,EAAE,CAAC;YACV,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC;SACjC;QAED,KAAK,CAAC,KAAK,GAAG,IAAI,CAAC;QACnB,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;IACnC,CAAC;IAES,0DAAkB,GAA5B,UAA6B,KAAkE;QAC3F,KAAK,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAS,CAAC;IAC3C,CAAC;IArDc,oCAAM,GAAc,IAAI,SAAS,EAAE,CAAC;IAsDvD,oCAAC;CAAA,AAxDD,CAAmD,yBAAyB,GAwD3E;SAxDY,6BAA6B","sourcesContent":["import { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Nullable } from \"../../types\";\r\nimport { WebGPUCacheRenderPipeline } from \"./webgpuCacheRenderPipeline\";\r\n\r\n/** @hidden */\r\nclass NodeState {\r\n public values: { [id: number]: NodeState };\r\n public pipeline: GPURenderPipeline;\r\n\r\n constructor() {\r\n this.values = {};\r\n }\r\n\r\n public count(): [number, number] {\r\n let countNode = 0, countPipeline = this.pipeline ? 1 : 0;\r\n for (const value in this.values) {\r\n const node = this.values[value];\r\n const [childCountNodes, childCoundPipeline] = node!.count();\r\n countNode += childCountNodes;\r\n countPipeline += childCoundPipeline;\r\n countNode++;\r\n }\r\n return [countNode, countPipeline];\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPUCacheRenderPipelineTree extends WebGPUCacheRenderPipeline {\r\n\r\n private static _Cache: NodeState = new NodeState();\r\n\r\n private _nodeStack: NodeState[];\r\n\r\n public static GetNodeCounts(): { nodeCount: number, pipelineCount: number } {\r\n const counts = WebGPUCacheRenderPipelineTree._Cache.count();\r\n\r\n return { nodeCount: counts[0], pipelineCount: counts[1] };\r\n }\r\n\r\n public static _GetPipelines(node: NodeState, pipelines: Array<Array<number>>, curPath: Array<number>, curPathLen: number): void {\r\n if (node.pipeline) {\r\n const path = curPath.slice();\r\n path.length = curPathLen;\r\n pipelines.push(path);\r\n }\r\n for (const value in node.values) {\r\n const nnode = node.values[value];\r\n curPath[curPathLen] = parseInt(value);\r\n WebGPUCacheRenderPipelineTree._GetPipelines(nnode, pipelines, curPath, curPathLen + 1);\r\n }\r\n }\r\n\r\n public static GetPipelines(): Array<Array<number>> {\r\n const pipelines: Array<Array<number>> = [];\r\n WebGPUCacheRenderPipelineTree._GetPipelines(WebGPUCacheRenderPipelineTree._Cache, pipelines, [], 0);\r\n return pipelines;\r\n }\r\n\r\n constructor(device: GPUDevice, emptyVertexBuffer: VertexBuffer, useTextureStage: boolean) {\r\n super(device, emptyVertexBuffer, useTextureStage);\r\n this._nodeStack = [];\r\n this._nodeStack[0] = WebGPUCacheRenderPipelineTree._Cache;\r\n }\r\n\r\n protected _getRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void {\r\n let node = this._nodeStack[this._stateDirtyLowestIndex];\r\n for (let i = this._stateDirtyLowestIndex; i < this._statesLength; ++i) {\r\n let nn: NodeState | undefined = node!.values[this._states[i]];\r\n if (!nn) {\r\n nn = new NodeState();\r\n node!.values[this._states[i]] = nn;\r\n }\r\n node = nn;\r\n this._nodeStack[i + 1] = node;\r\n }\r\n\r\n param.token = node;\r\n param.pipeline = node.pipeline;\r\n }\r\n\r\n protected _setRenderPipeline(param: { token: NodeState, pipeline: Nullable<GPURenderPipeline> }): void {\r\n param.token.pipeline = param.pipeline!;\r\n }\r\n}\r\n"]}
@@ -1,4 +1,5 @@
1
1
  import { TextureSampler } from "../../Materials/Textures/textureSampler";
2
+ import { Nullable } from "../../types";
2
3
  /** @hidden */
3
4
  export declare class WebGPUCacheSampler {
4
5
  private _samplers;
@@ -10,5 +11,6 @@ export declare class WebGPUCacheSampler {
10
11
  private static _GetWrappingMode;
11
12
  private static _GetSamplerWrappingDescriptor;
12
13
  private static _GetSamplerDescriptor;
14
+ static GetCompareFunction(compareFunction: Nullable<number>): GPUCompareFunction;
13
15
  getSampler(sampler: TextureSampler, bypassCache?: boolean, hash?: number): GPUSampler;
14
16
  }
@@ -1,6 +1,5 @@
1
1
  import { __assign } from "tslib";
2
2
  import * as WebGPUConstants from './webgpuConstants.js';
3
- import { WebGPUTextureHelper } from "./webgpuTextureHelper.js";
4
3
  var filterToBits = [
5
4
  0 | 0 << 1 | 0 << 2,
6
5
  0 | 0 << 1 | 0 << 2,
@@ -216,7 +215,29 @@ var WebGPUCacheSampler = /** @class */ (function () {
216
215
  // The WebGPU spec currently only allows values 1 and 4 for anisotropy
217
216
  var anisotropy = sampler.useMipMaps && sampler._cachedAnisotropicFilteringLevel && sampler._cachedAnisotropicFilteringLevel > 1 ? 4 : 1;
218
217
  var filterDescriptor = this._GetSamplerFilterDescriptor(sampler, anisotropy);
219
- return __assign(__assign(__assign({}, filterDescriptor), this._GetSamplerWrappingDescriptor(sampler)), { compare: sampler._comparisonFunction ? WebGPUTextureHelper.GetCompareFunction(sampler._comparisonFunction) : undefined, maxAnisotropy: filterDescriptor.anisotropyEnabled ? anisotropy : 1 });
218
+ return __assign(__assign(__assign({}, filterDescriptor), this._GetSamplerWrappingDescriptor(sampler)), { compare: sampler._comparisonFunction ? WebGPUCacheSampler.GetCompareFunction(sampler._comparisonFunction) : undefined, maxAnisotropy: filterDescriptor.anisotropyEnabled ? anisotropy : 1 });
219
+ };
220
+ WebGPUCacheSampler.GetCompareFunction = function (compareFunction) {
221
+ switch (compareFunction) {
222
+ case 519:
223
+ return WebGPUConstants.CompareFunction.Always;
224
+ case 514:
225
+ return WebGPUConstants.CompareFunction.Equal;
226
+ case 516:
227
+ return WebGPUConstants.CompareFunction.Greater;
228
+ case 518:
229
+ return WebGPUConstants.CompareFunction.GreaterEqual;
230
+ case 513:
231
+ return WebGPUConstants.CompareFunction.Less;
232
+ case 515:
233
+ return WebGPUConstants.CompareFunction.LessEqual;
234
+ case 512:
235
+ return WebGPUConstants.CompareFunction.Never;
236
+ case 517:
237
+ return WebGPUConstants.CompareFunction.NotEqual;
238
+ default:
239
+ return WebGPUConstants.CompareFunction.Less;
240
+ }
220
241
  };
221
242
  WebGPUCacheSampler.prototype.getSampler = function (sampler, bypassCache, hash) {
222
243
  if (bypassCache === void 0) { bypassCache = false; }
@@ -1 +1 @@
1
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* as WebGPUConstants from './webgpuConstants';\r\n\r\nimport { WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\nimport { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\n\r\nconst filterToBits = [\r\n 0 | 0 << 1 | 0 << 2, // not used\r\n 0 | 0 << 1 | 0 << 2, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n 1 | 1 << 1 | 0 << 2, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n 1 | 1 << 1 | 1 << 2, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n 0 | 0 << 1 | 0 << 2, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n 0 | 1 << 1 | 0 << 2, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n 0 | 1 << 1 | 1 << 2, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n 0 | 1 << 1 | 0 << 2, // TEXTURE_NEAREST_LINEAR\r\n 0 | 0 << 1 | 1 << 2, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n 1 | 0 << 1 | 0 << 2, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n 1 | 0 << 1 | 1 << 2, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n 1 | 1 << 1 | 0 << 2, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n 1 | 0 << 1 | 0 << 2, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n// subtract 0x01FF from the comparison function value before indexing this array!\r\nconst comparisonFunctionToBits = [\r\n 0 << 3 | 0 << 4 | 0 << 5 | 0 << 6, // undefined\r\n 0 << 3 | 0 << 4 | 0 << 5 | 1 << 6, // NEVER\r\n 0 << 3 | 0 << 4 | 1 << 5 | 0 << 6, // LESS\r\n 0 << 3 | 0 << 4 | 1 << 5 | 1 << 6, // EQUAL\r\n 0 << 3 | 1 << 4 | 0 << 5 | 0 << 6, // LEQUAL\r\n 0 << 3 | 1 << 4 | 0 << 5 | 1 << 6, // GREATER\r\n 0 << 3 | 1 << 4 | 1 << 5 | 0 << 6, // NOTEQUAL\r\n 0 << 3 | 1 << 4 | 1 << 5 | 1 << 6, // GEQUAL\r\n 1 << 3 | 0 << 4 | 0 << 5 | 0 << 6, // ALWAYS\r\n];\r\n\r\nconst filterNoMipToBits = [\r\n 0 << 7, // not used\r\n 1 << 7, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n 1 << 7, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n 0 << 7, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n 0 << 7, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n 0 << 7, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n 0 << 7, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n 1 << 7, // TEXTURE_NEAREST_LINEAR\r\n 0 << 7, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n 0 << 7, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n 0 << 7, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n 0 << 7, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n 1 << 7, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n/** @hidden */\r\nexport class WebGPUCacheSampler {\r\n\r\n private _samplers: { [hash: number]: GPUSampler } = {};\r\n private _device: GPUDevice;\r\n\r\n public disabled: boolean;\r\n\r\n constructor(device: GPUDevice) {\r\n this._device = device;\r\n this.disabled = false;\r\n }\r\n\r\n public static GetSamplerHashCode(sampler: TextureSampler): number {\r\n // The WebGPU spec currently only allows values 1 and 4 for anisotropy\r\n const anisotropy = sampler._cachedAnisotropicFilteringLevel && sampler._cachedAnisotropicFilteringLevel > 1 ? 4 : 1;\r\n let code =\r\n filterToBits[sampler.samplingMode] +\r\n comparisonFunctionToBits[(sampler._comparisonFunction || 0x0202) - 0x0200 + 1] +\r\n filterNoMipToBits[sampler.samplingMode] + // handle the lodMinClamp = lodMaxClamp = 0 case when no filter used for mip mapping\r\n ((sampler._cachedWrapU ?? 1) << 8) +\r\n ((sampler._cachedWrapV ?? 1) << 10) +\r\n ((sampler._cachedWrapR ?? 1) << 12) +\r\n ((sampler.useMipMaps ? 1 : 0) << 14) + // need to factor this in because _getSamplerFilterDescriptor depends on samplingMode AND useMipMaps!\r\n (anisotropy << 15);\r\n\r\n return code;\r\n }\r\n\r\n private static _GetSamplerFilterDescriptor(sampler: TextureSampler, anisotropy: number): {\r\n magFilter: GPUFilterMode,\r\n minFilter: GPUFilterMode,\r\n mipmapFilter: GPUFilterMode,\r\n lodMinClamp?: number,\r\n lodMaxClamp?: number,\r\n anisotropyEnabled?: boolean,\r\n } {\r\n let magFilter: GPUFilterMode, minFilter: GPUFilterMode, mipmapFilter: GPUFilterMode, lodMinClamp: number | undefined, lodMaxClamp: number | undefined;\r\n const useMipMaps = sampler.useMipMaps;\r\n switch (sampler.samplingMode) {\r\n case 11:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case 3:\r\n case 3:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case 8:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case 4:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case 5:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case 6:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case 7:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case 1:\r\n case 1:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case 9:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case 10:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case 2:\r\n case 2:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case 12:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n default:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n }\r\n\r\n if (anisotropy > 1 && (lodMinClamp !== 0 || lodMaxClamp !== 0)) {\r\n return {\r\n magFilter: WebGPUConstants.FilterMode.Linear,\r\n minFilter: WebGPUConstants.FilterMode.Linear,\r\n mipmapFilter: WebGPUConstants.FilterMode.Linear,\r\n anisotropyEnabled: true,\r\n };\r\n }\r\n\r\n return {\r\n magFilter,\r\n minFilter,\r\n mipmapFilter,\r\n lodMinClamp,\r\n lodMaxClamp,\r\n };\r\n }\r\n\r\n private static _GetWrappingMode(mode: number): GPUAddressMode {\r\n switch (mode) {\r\n case 1:\r\n return WebGPUConstants.AddressMode.Repeat;\r\n case 0:\r\n return WebGPUConstants.AddressMode.ClampToEdge;\r\n case 2:\r\n return WebGPUConstants.AddressMode.MirrorRepeat;\r\n }\r\n return WebGPUConstants.AddressMode.Repeat;\r\n }\r\n\r\n private static _GetSamplerWrappingDescriptor(sampler: TextureSampler): {\r\n addressModeU: GPUAddressMode,\r\n addressModeV: GPUAddressMode,\r\n addressModeW: GPUAddressMode\r\n } {\r\n return {\r\n addressModeU: this._GetWrappingMode(sampler._cachedWrapU!),\r\n addressModeV: this._GetWrappingMode(sampler._cachedWrapV!),\r\n addressModeW: this._GetWrappingMode(sampler._cachedWrapR!),\r\n };\r\n }\r\n\r\n private static _GetSamplerDescriptor(sampler: TextureSampler): GPUSamplerDescriptor {\r\n // The WebGPU spec currently only allows values 1 and 4 for anisotropy\r\n const anisotropy = sampler.useMipMaps && sampler._cachedAnisotropicFilteringLevel && sampler._cachedAnisotropicFilteringLevel > 1 ? 4 : 1;\r\n const filterDescriptor = this._GetSamplerFilterDescriptor(sampler, anisotropy);\r\n return {\r\n ...filterDescriptor,\r\n ...this._GetSamplerWrappingDescriptor(sampler),\r\n compare: sampler._comparisonFunction ? WebGPUTextureHelper.GetCompareFunction(sampler._comparisonFunction) : undefined,\r\n maxAnisotropy: filterDescriptor.anisotropyEnabled ? anisotropy : 1,\r\n };\r\n }\r\n\r\n public getSampler(sampler: TextureSampler, bypassCache = false, hash = 0): GPUSampler {\r\n if (this.disabled) {\r\n return this._device.createSampler(WebGPUCacheSampler._GetSamplerDescriptor(sampler));\r\n }\r\n\r\n if (bypassCache) {\r\n hash = 0;\r\n } else if (hash === 0) {\r\n hash = WebGPUCacheSampler.GetSamplerHashCode(sampler);\r\n }\r\n\r\n let gpuSampler = bypassCache ? undefined : this._samplers[hash];\r\n if (!gpuSampler) {\r\n gpuSampler = this._device.createSampler(WebGPUCacheSampler._GetSamplerDescriptor(sampler));\r\n if (!bypassCache) {\r\n this._samplers[hash] = gpuSampler;\r\n }\r\n }\r\n\r\n return gpuSampler;\r\n }\r\n}"]}
1
+ 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* as WebGPUConstants from './webgpuConstants';\r\n\r\nimport { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\nimport { Nullable } from \"../../types\";\r\n\r\nconst filterToBits = [\r\n 0 | 0 << 1 | 0 << 2, // not used\r\n 0 | 0 << 1 | 0 << 2, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n 1 | 1 << 1 | 0 << 2, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n 1 | 1 << 1 | 1 << 2, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n 0 | 0 << 1 | 0 << 2, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n 0 | 1 << 1 | 0 << 2, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n 0 | 1 << 1 | 1 << 2, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n 0 | 1 << 1 | 0 << 2, // TEXTURE_NEAREST_LINEAR\r\n 0 | 0 << 1 | 1 << 2, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n 1 | 0 << 1 | 0 << 2, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n 1 | 0 << 1 | 1 << 2, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n 1 | 1 << 1 | 0 << 2, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n 1 | 0 << 1 | 0 << 2, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n// subtract 0x01FF from the comparison function value before indexing this array!\r\nconst comparisonFunctionToBits = [\r\n 0 << 3 | 0 << 4 | 0 << 5 | 0 << 6, // undefined\r\n 0 << 3 | 0 << 4 | 0 << 5 | 1 << 6, // NEVER\r\n 0 << 3 | 0 << 4 | 1 << 5 | 0 << 6, // LESS\r\n 0 << 3 | 0 << 4 | 1 << 5 | 1 << 6, // EQUAL\r\n 0 << 3 | 1 << 4 | 0 << 5 | 0 << 6, // LEQUAL\r\n 0 << 3 | 1 << 4 | 0 << 5 | 1 << 6, // GREATER\r\n 0 << 3 | 1 << 4 | 1 << 5 | 0 << 6, // NOTEQUAL\r\n 0 << 3 | 1 << 4 | 1 << 5 | 1 << 6, // GEQUAL\r\n 1 << 3 | 0 << 4 | 0 << 5 | 0 << 6, // ALWAYS\r\n];\r\n\r\nconst filterNoMipToBits = [\r\n 0 << 7, // not used\r\n 1 << 7, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n 1 << 7, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n 0 << 7, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n 0 << 7, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n 0 << 7, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n 0 << 7, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n 1 << 7, // TEXTURE_NEAREST_LINEAR\r\n 0 << 7, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n 0 << 7, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n 0 << 7, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n 0 << 7, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n 1 << 7, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n/** @hidden */\r\nexport class WebGPUCacheSampler {\r\n\r\n private _samplers: { [hash: number]: GPUSampler } = {};\r\n private _device: GPUDevice;\r\n\r\n public disabled: boolean;\r\n\r\n constructor(device: GPUDevice) {\r\n this._device = device;\r\n this.disabled = false;\r\n }\r\n\r\n public static GetSamplerHashCode(sampler: TextureSampler): number {\r\n // The WebGPU spec currently only allows values 1 and 4 for anisotropy\r\n const anisotropy = sampler._cachedAnisotropicFilteringLevel && sampler._cachedAnisotropicFilteringLevel > 1 ? 4 : 1;\r\n let code =\r\n filterToBits[sampler.samplingMode] +\r\n comparisonFunctionToBits[(sampler._comparisonFunction || 0x0202) - 0x0200 + 1] +\r\n filterNoMipToBits[sampler.samplingMode] + // handle the lodMinClamp = lodMaxClamp = 0 case when no filter used for mip mapping\r\n ((sampler._cachedWrapU ?? 1) << 8) +\r\n ((sampler._cachedWrapV ?? 1) << 10) +\r\n ((sampler._cachedWrapR ?? 1) << 12) +\r\n ((sampler.useMipMaps ? 1 : 0) << 14) + // need to factor this in because _getSamplerFilterDescriptor depends on samplingMode AND useMipMaps!\r\n (anisotropy << 15);\r\n\r\n return code;\r\n }\r\n\r\n private static _GetSamplerFilterDescriptor(sampler: TextureSampler, anisotropy: number): {\r\n magFilter: GPUFilterMode,\r\n minFilter: GPUFilterMode,\r\n mipmapFilter: GPUFilterMode,\r\n lodMinClamp?: number,\r\n lodMaxClamp?: number,\r\n anisotropyEnabled?: boolean,\r\n } {\r\n let magFilter: GPUFilterMode, minFilter: GPUFilterMode, mipmapFilter: GPUFilterMode, lodMinClamp: number | undefined, lodMaxClamp: number | undefined;\r\n const useMipMaps = sampler.useMipMaps;\r\n switch (sampler.samplingMode) {\r\n case 11:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case 3:\r\n case 3:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case 8:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case 4:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case 5:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case 6:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case 7:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case 1:\r\n case 1:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case 9:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case 10:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case 2:\r\n case 2:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case 12:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n default:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n }\r\n\r\n if (anisotropy > 1 && (lodMinClamp !== 0 || lodMaxClamp !== 0)) {\r\n return {\r\n magFilter: WebGPUConstants.FilterMode.Linear,\r\n minFilter: WebGPUConstants.FilterMode.Linear,\r\n mipmapFilter: WebGPUConstants.FilterMode.Linear,\r\n anisotropyEnabled: true,\r\n };\r\n }\r\n\r\n return {\r\n magFilter,\r\n minFilter,\r\n mipmapFilter,\r\n lodMinClamp,\r\n lodMaxClamp,\r\n };\r\n }\r\n\r\n private static _GetWrappingMode(mode: number): GPUAddressMode {\r\n switch (mode) {\r\n case 1:\r\n return WebGPUConstants.AddressMode.Repeat;\r\n case 0:\r\n return WebGPUConstants.AddressMode.ClampToEdge;\r\n case 2:\r\n return WebGPUConstants.AddressMode.MirrorRepeat;\r\n }\r\n return WebGPUConstants.AddressMode.Repeat;\r\n }\r\n\r\n private static _GetSamplerWrappingDescriptor(sampler: TextureSampler): {\r\n addressModeU: GPUAddressMode,\r\n addressModeV: GPUAddressMode,\r\n addressModeW: GPUAddressMode\r\n } {\r\n return {\r\n addressModeU: this._GetWrappingMode(sampler._cachedWrapU!),\r\n addressModeV: this._GetWrappingMode(sampler._cachedWrapV!),\r\n addressModeW: this._GetWrappingMode(sampler._cachedWrapR!),\r\n };\r\n }\r\n\r\n private static _GetSamplerDescriptor(sampler: TextureSampler): GPUSamplerDescriptor {\r\n // The WebGPU spec currently only allows values 1 and 4 for anisotropy\r\n const anisotropy = sampler.useMipMaps && sampler._cachedAnisotropicFilteringLevel && sampler._cachedAnisotropicFilteringLevel > 1 ? 4 : 1;\r\n const filterDescriptor = this._GetSamplerFilterDescriptor(sampler, anisotropy);\r\n return {\r\n ...filterDescriptor,\r\n ...this._GetSamplerWrappingDescriptor(sampler),\r\n compare: sampler._comparisonFunction ? WebGPUCacheSampler.GetCompareFunction(sampler._comparisonFunction) : undefined,\r\n maxAnisotropy: filterDescriptor.anisotropyEnabled ? anisotropy : 1,\r\n };\r\n }\r\n\r\n public static GetCompareFunction(compareFunction: Nullable<number>): GPUCompareFunction {\r\n switch (compareFunction) {\r\n case 519:\r\n return WebGPUConstants.CompareFunction.Always;\r\n case 514:\r\n return WebGPUConstants.CompareFunction.Equal;\r\n case 516:\r\n return WebGPUConstants.CompareFunction.Greater;\r\n case 518:\r\n return WebGPUConstants.CompareFunction.GreaterEqual;\r\n case 513:\r\n return WebGPUConstants.CompareFunction.Less;\r\n case 515:\r\n return WebGPUConstants.CompareFunction.LessEqual;\r\n case 512:\r\n return WebGPUConstants.CompareFunction.Never;\r\n case 517:\r\n return WebGPUConstants.CompareFunction.NotEqual;\r\n default:\r\n return WebGPUConstants.CompareFunction.Less;\r\n }\r\n }\r\n\r\n public getSampler(sampler: TextureSampler, bypassCache = false, hash = 0): GPUSampler {\r\n if (this.disabled) {\r\n return this._device.createSampler(WebGPUCacheSampler._GetSamplerDescriptor(sampler));\r\n }\r\n\r\n if (bypassCache) {\r\n hash = 0;\r\n } else if (hash === 0) {\r\n hash = WebGPUCacheSampler.GetSamplerHashCode(sampler);\r\n }\r\n\r\n let gpuSampler = bypassCache ? undefined : this._samplers[hash];\r\n if (!gpuSampler) {\r\n gpuSampler = this._device.createSampler(WebGPUCacheSampler._GetSamplerDescriptor(sampler));\r\n if (!bypassCache) {\r\n this._samplers[hash] = gpuSampler;\r\n }\r\n }\r\n\r\n return gpuSampler;\r\n }\r\n}"]}
@@ -11,8 +11,8 @@ export declare class WebGPUDrawContext implements IDrawContext {
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11
  buffers: {
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  [name: string]: Nullable<WebGPUDataBuffer>;
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  };
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- materialContextUpdateId: number;
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  indirectDrawBuffer?: GPUBuffer;
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+ private _materialContextUpdateId;
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  private _bufferManager;
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  private _useInstancing;
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  private _indirectDrawData?;